Browse code

Ported some of the examples to the new accessors

neauoire authored on 21/04/2021 18:12:42
Showing 9 changed files
... ...
@@ -41,14 +41,14 @@ BRK
41 41
 @print ( addr -- )
42 42
 	
43 43
 	&loop
44
-		( send ) DUP2 GET .Console/char IOW
44
+		( send ) DUP2 GET .Console/char DEO
45 45
 		( incr ) #0001 ADD2
46 46
 		( loop ) DUP2 GET #00 NEQ ,&loop JNZ
47 47
 	POP2
48 48
 
49 49
 RTN
50 50
 
51
-@hello-word [ 48 65 6c 6c 6f 20 57 6f 72 6c 64 21 ]
51
+@hello-word "hello 20 "World!
52 52
 ```
53 53
 
54 54
 ## TODOs
... ...
@@ -17,11 +17,11 @@ BRK
17 17
 @print ( addr -- )
18 18
 	
19 19
 	&loop
20
-		( send ) DUP2 GET .Console/char IOW
20
+		( send ) DUP2 GET .Console/char DEO
21 21
 		( incr ) #0001 ADD2
22 22
 		( loop ) DUP2 GET #00 NEQ ,&loop JNZ
23 23
 	POP2
24 24
 
25 25
 RTN
26 26
 
27
-@hello-word [ 48 65 6c 6c 6f 20 57 6f 72 6c 64 21 ]
27
+@hello-word "hello 20 "World!
... ...
@@ -1,7 +1,7 @@
1 1
 ( dev/controller/buttons )
2 2
 
3
-%=>SC/ADDR { .Screen/addr IOW2 } 
4
-%->SC/COLR { .Screen/color IOW }
3
+%=>SC/ADDR { .Screen/addr DEO2 } 
4
+%->SC/COLR { .Screen/color DEO }
5 5
 %++ { #0001 ADD2 } 
6 6
 %-- { #0001 SUB2 }
7 7
 %2/ { #0002 DIV2 }
... ...
@@ -23,16 +23,16 @@
23 23
 |0100 ( -> )
24 24
 	
25 25
 	( theme ) 
26
-	#0daf .System/r IOW2 
27
-	#02ff .System/g IOW2 
28
-	#035f .System/b IOW2
26
+	#0daf .System/r DEO2 
27
+	#02ff .System/g DEO2 
28
+	#035f .System/b DEO2
29 29
 
30 30
 	( vectors ) 
31
-	;on-frame .Screen/vector IOW2
31
+	;on-frame .Screen/vector DEO2
32 32
 	
33 33
 	( set origin )
34
-	.Screen/width IOR2 2/ .Screen/x IOW2
35
-	.Screen/height IOR2 2/ .Screen/y IOW2
34
+	.Screen/width DEI2 2/ .Screen/x DEO2
35
+	.Screen/height DEI2 2/ .Screen/y DEO2
36 36
 
37 37
 	;default_icn =>SC/ADDR
38 38
 	#31 ->SC/COLR
... ...
@@ -46,7 +46,7 @@ BRK
46 46
 	;default_icn =>SC/ADDR
47 47
 
48 48
 	( hold ctrl key to change slime color )
49
-	.Controller/button IOR #0f AND
49
+	.Controller/button DEI #0f AND
50 50
 		DUP #01 NEQ ,&no-ctrl JNZ #25 .slime POK &no-ctrl
51 51
 		DUP #02 NEQ ,&no-alt JNZ #2f .slime POK &no-alt
52 52
 	POP
... ...
@@ -54,22 +54,22 @@ BRK
54 54
 	( clear ) #30 ->SC/COLR
55 55
 
56 56
 	( detect movement )
57
-	.Controller/button IOR #f0 AND
57
+	.Controller/button DEI #f0 AND
58 58
 		DUP #04 SFT #01 AND #01 NEQ ,&no-up JNZ 
59 59
 			( move ) 
60
-			.Screen/y IOR2 -- .Screen/y IOW2 
60
+			.Screen/y DEI2 -- .Screen/y DEO2 
61 61
 			;up_icn =>SC/ADDR &no-up
62 62
 		DUP #05 SFT #01 AND #01 NEQ ,&no-down JNZ 
63 63
 			( move ) 
64
-			.Screen/y IOR2 ++ .Screen/y IOW2 
64
+			.Screen/y DEI2 ++ .Screen/y DEO2 
65 65
 			;down_icn =>SC/ADDR &no-down
66 66
 		DUP #06 SFT #01 AND #01 NEQ ,&no-left JNZ 
67 67
 			( move ) 
68
-			.Screen/x IOR2 -- .Screen/x IOW2 
68
+			.Screen/x DEI2 -- .Screen/x DEO2 
69 69
 			;left_icn =>SC/ADDR &no-left
70 70
 		DUP #07 SFT #01 AND #01 NEQ ,&no-right JNZ 
71 71
 			( move ) 
72
-			.Screen/x IOR2 ++ .Screen/x IOW2 
72
+			.Screen/x DEI2 ++ .Screen/x DEO2 
73 73
 			;right_icn =>SC/ADDR &no-right
74 74
 	POP
75 75
 
... ...
@@ -15,11 +15,11 @@
15 15
 |0100 ( -> )
16 16
 
17 17
 	( theme ) 
18
-	#0f73 .System/r IOW2 
19
-	#0fe3 .System/g IOW2 
20
-	#0fc3 .System/b IOW2
18
+	#0f73 .System/r DEO2 
19
+	#0fe3 .System/g DEO2 
20
+	#0fc3 .System/b DEO2
21 21
 
22
-	( vectors ) ;on-button .Controller/vector IOW2
22
+	( vectors ) ;on-button .Controller/vector DEO2
23 23
 
24 24
 	;draw-cursor JSR2
25 25
 	
... ...
@@ -27,19 +27,19 @@ BRK
27 27
 
28 28
 @on-button ( -> )
29 29
 	
30
-	.Controller/key IOR #00 NEQ ,&skip JNZ BRK &skip  
30
+	.Controller/key DEI #00 NEQ ,&skip JNZ BRK &skip  
31 31
 
32
-	.Controller/key IOR #0d NEQ ,&no-return JNZ 
33
-		( draw ) #20 .Screen/color IOW
34
-		( reset ) #0000 .Screen/x IOW2
35
-		( incr ) .Screen/y IOR2 8+ .Screen/y IOW2
32
+	.Controller/key DEI #0d NEQ ,&no-return JNZ 
33
+		( draw ) #20 .Screen/color DEO
34
+		( reset ) #0000 .Screen/x DEO2
35
+		( incr ) .Screen/y DEI2 8+ .Screen/y DEO2
36 36
 		;draw-cursor JSR2
37 37
 		BRK
38 38
 	&no-return
39 39
 
40
-	;font #00 .Controller/key IOR 8* ADD2 .Screen/addr IOW2
41
-	( draw ) #21 .Screen/color IOW
42
-	( incr ) .Screen/x IOR2 8+ .Screen/x IOW2
40
+	;font #00 .Controller/key DEI 8* ADD2 .Screen/addr DEO2
41
+	( draw ) #21 .Screen/color DEO
42
+	( incr ) .Screen/x DEI2 8+ .Screen/x DEO2
43 43
 
44 44
 	;draw-cursor JSR2
45 45
 
... ...
@@ -47,7 +47,7 @@ BRK
47 47
 
48 48
 @draw-cursor ( -- )
49 49
 	
50
-	;cursor .Screen/addr IOW2 #22 .Screen/color IOW
50
+	;cursor .Screen/addr DEO2 #22 .Screen/color DEO
51 51
 
52 52
 RTN
53 53
 
... ...
@@ -4,16 +4,6 @@
4 4
 %STEP8 { #0033 SFT2 }
5 5
 %++ { #01 ADD }
6 6
 
7
-%->MS/STAT { .Mouse/state IOW }
8
-%<-MS/STAT { .Mouse/state IOR }
9
-%->SC/COLR { .Screen/color IOW }
10
-%=>SC/ADDR { .Screen/addr IOW2 }
11
-%=>SC/X    { .Screen/x IOW2 }
12
-%=>SC/Y    { .Screen/y IOW2 }
13
-%<=SC/X    { .Screen/x IOR2 }
14
-%<=MS/X    { .Mouse/x IOR2 }
15
-%<=MS/Y    { .Mouse/y IOR2 }
16
-
17 7
 %MEMORY { #1000 }
18 8
 
19 9
 ( devices )
... ...
@@ -29,178 +19,30 @@
29 19
 
30 20
 |0000
31 21
 
32
-@loadbtn [ &x $2 &y $2 ]
33
-@output [ &x $2 &y $2 ]
34
-@pointer [ &x $2 &y $2 ]
35
-@label [ &x $2 &y $2 &color $1 &addr $2 ]
36
-
37 22
 ( init )
38 23
 
39 24
 |0100 ( -> )
40 25
 
41 26
 	( theme )
42
-	#804b .System/r IOW2
43
-	#804b .System/g IOW2
44
-	#e0bb .System/b IOW2
45
-
46
-	( vectors )
47
-	;on-mouse .Mouse/vector IOW2
48
-
49
-	#0020 .loadbtn/x STR
50
-	#0020 .loadbtn/y STR
51
-	#0020 .output/x STR
52
-	#0030 .output/y STR
27
+	#804b .System/r DEO2
28
+	#804b .System/g DEO2
29
+	#e0bb .System/b DEO2
53 30
 
54
-	.loadbtn/x LDR .loadbtn/y LDR #26 ;load_txt ;draw-label JSR2
31
+	( load file )
32
+	#0100    .File/length DEO2
33
+	;srcpath   .File/name DEO2
34
+	MEMORY     .File/load DEO2
55 35
 
56
-	;draw-file JSR2
36
+	.File/success DEI2 #0000 NEQ2 ;on-success JNZ2
57 37
 
58 38
 BRK
59 39
 
60
-@on-mouse ( -> )
61
- 	
62
-	.loadbtn/x LDR .loadbtn/y LDR #26 ;load_txt ;draw-label JSR2
63
-	.loadbtn/x LDR #0028 ADD2 .loadbtn/y LDR #23 ;srcpath ;draw-label JSR2
64
-
65
-	<-MS/STAT #00 EQU ,&touch-end JNZ
66
-
67
-		<=MS/Y STEP8 .loadbtn/y LDR NEQ2 ,&no-touch-load JNZ
68
-			.loadbtn/x LDR .loadbtn/y LDR #27 ;load_txt ;draw-label JSR2
69
-			;srcpath #0100 ;load-file JSR2
70
-			( release ) #00 ->MS/STAT
71
-		&no-touch-load
72
-
73
-	&touch-end
74
-
75
-	;draw-cursor JSR2
76
-
77
-BRK 
78
-
79
-@draw-file ( -- )
80
-
81
-	#00 #10
82
-	&ver
83
-		( pos-y ) OVR #00 SWP #0008 MUL2 .output/y LDR ADD2 =>SC/Y
84
-		#00 #10
85
-		&hor
86
-			( pos-x )   OVR #00 SWP #0008 MUL2 .output/x LDR ADD2 =>SC/X 
87
-			( get x,y ) SWP2 OVR STH SWP2 OVR STHr 
88
-			( get id ) #10 MUL ADD
89
-			( get data ) #00 SWP MEMORY ADD2 PEK2 
90
-			( get sprite ) #20 SUB #00 SWP #0008 MUL2 ;font ADD2 =>SC/ADDR
91
-			( draw ) #2d ->SC/COLR
92
-			( incr )    SWP ++ SWP
93
-			DUP2 NEQ ,&hor JNZ
94
-		POP2
95
-		( incr ) SWP ++ SWP
96
-		DUP2 NEQ ,&ver JNZ
97
-	POP2
98
-
99
-RTN
100
-
101
-@load-file ( path length -- )
40
+@on-success ( -> )
102 41
 	
103
-	.File/length IOW2 .File/name IOW2 MEMORY .File/load IOW2
104
-	.File/success IOR2 #0000 EQU2 ,&no-success JNZ
105
-
106
-	;draw-file JSR2
107
-	.output/x LDR .output/y LDR #0088 ADD2 #23 ;done_txt ;draw-label JSR2
108
-	( release ) #00 ->MS/STAT
42
+	;srcpath .Console/string DEO2
43
+	;dstpath .Console/string DEO2
109 44
 
110
-	&no-success
111
-
112
-RTN
113
-
114
-@draw-cursor ( -- )
115
-
116
-	( clear last cursor )
117
-	;clear_icn =>SC/ADDR 
118
-	.pointer/x LDR =>SC/X 
119
-	.pointer/y LDR =>SC/Y 
120
-	#30 ->SC/COLR
121
-
122
-	( record pointer positions )
123
-	<=MS/X .pointer/x STR <=MS/Y .pointer/y STR
124
-
125
-	( draw new cursor )
126
-	;cursor_icn =>SC/ADDR 
127
-	.pointer/x LDR =>SC/X 
128
-	.pointer/y LDR =>SC/Y 
129
-	#32 <-MS/STAT #00 NEQ ADD ->SC/COLR
130
-
131
-RTN
132
-
133
-@draw-label ( x y color addr -- )
134
-	
135
-	( load ) .label/addr STR .label/color POK =>SC/Y =>SC/X 
136
-	.label/addr LDR
137
-	&loop
138
-		( draw ) DUP2 PEK2 #20 SUB #00 SWP #0008 MUL2 ;font ADD2 =>SC/ADDR .label/color PEK ->SC/COLR
139
-		( incr ) #0001 ADD2
140
-		( incr ) <=SC/X #0008 ADD2 =>SC/X
141
-		DUP2 PEK2 #00 NEQ ,&loop JNZ
142
-	POP2
143
-
144
-RTN
145
-
146
-@clear_icn   [ 0000 0000 0000 0000 ]
147
-@cursor_icn  [ 80c0 e0f0 f8e0 1000 ]
148
-
149
-@done_txt [ 4c4f 4144 2053 5543 4345 5353 2100 ] ( LOAD SUCCESS! )
150
-@load_txt [ 4c4f 4144 00 ] ( LOAD )
151
-@save_txt [ 5341 5645 00 ] ( SAVE )
152
-
153
-@srcpath [ 5245 4144 4d45 2e6d 6400 ] ( README.md )
154
-@dstpath [ 6269 6e2f 6578 706f 7274 2e6d 6400 ] ( bin/export.md )
45
+BRK
155 46
 
156
-@font ( specter8-frag font ) 
157
-[
158
-	0000 0000 0000 0000 0008 0808 0800 0800
159
-	0014 1400 0000 0000 0024 7e24 247e 2400
160
-	0008 1e28 1c0a 3c08 0000 2204 0810 2200
161
-	0030 4832 4c44 3a00 0008 1000 0000 0000
162
-	0004 0808 0808 0400 0020 1010 1010 2000
163
-	0000 2214 0814 2200 0000 0808 3e08 0800
164
-	0000 0000 0000 0810 0000 0000 3e00 0000
165
-	0000 0000 0000 0800 0000 0204 0810 2000
166
-	003c 464a 5262 3c00 0018 0808 0808 1c00
167
-	003c 4202 3c40 7e00 003c 421c 0242 3c00
168
-	000c 1424 447e 0400 007e 407c 0242 3c00
169
-	003c 407c 4242 3c00 007e 0204 0810 1000
170
-	003c 423c 4242 3c00 003c 4242 3e02 3c00
171
-	0000 0010 0000 1000 0000 1000 0010 1020
172
-	0000 0810 2010 0800 0000 003e 003e 0000
173
-	0000 1008 0408 1000 003c 420c 1000 1000
174
-	003c 4232 4a42 3c00 003c 4242 7e42 4200
175
-	007c 427c 4242 7c00 003c 4240 4042 3c00
176
-	007c 4242 4242 7c00 007e 4078 4040 7e00
177
-	007e 4078 4040 4000 003c 4240 4642 3c00
178
-	0042 427e 4242 4200 001c 0808 0808 1c00
179
-	007e 0202 0242 3c00 0042 4478 4442 4200
180
-	0040 4040 4040 7e00 0042 665a 4242 4200
181
-	0042 6252 4a46 4200 003c 4242 4242 3c00
182
-	007c 4242 7c40 4000 003c 4242 4244 3a00
183
-	007c 4242 7c44 4200 003e 403c 0242 3c00
184
-	007e 0808 0808 1000 0042 4242 4244 3a00
185
-	0042 4242 4224 1800 0042 4242 5a66 4200
186
-	0042 423c 4242 4200 0042 423e 0242 3c00
187
-	007e 020c 3040 7e00 000c 0808 0808 0c00
188
-	0040 2010 0804 0200 0030 1010 1010 3000
189
-	0008 1400 0000 0000 0000 0000 0000 7e00
190
-	0008 0400 0000 0000 0000 3c02 3e42 3a00
191
-	0040 407c 4242 7c00 0000 3c42 4042 3c00
192
-	0002 023e 4242 3e00 0000 3c42 7e40 3e00
193
-	0000 3e40 7840 4000 0000 3c42 3e02 3c00
194
-	0040 405c 6242 4200 0008 0018 0808 0400
195
-	0008 0018 0808 4830 0040 4244 7844 4200
196
-	0010 1010 1010 0c00 0000 6c52 5252 5200
197
-	0000 5c62 4242 4200 0000 3c42 4242 3c00
198
-	0000 7c42 427c 4040 0000 3e42 423e 0202
199
-	0000 5c62 4040 4000 0000 3e40 3c02 7c00
200
-	0008 7e08 0808 1000 0000 4242 4244 3a00
201
-	0000 4242 4224 1800 0000 5252 5252 2e00
202
-	0000 4224 1824 4200 0000 4242 3e02 7c00
203
-	0000 7e02 3c40 7e00 000c 0810 1008 0c00
204
-	0008 0808 0808 0800 0030 1008 0810 3000
205
-	0000 0032 4c00 0000 3c42 99a1 a199 423c
206
-]
47
+@srcpath  "README.md $1
48
+@dstpath  "bin/export.md $1
207 49
deleted file mode 100644
... ...
@@ -1,140 +0,0 @@
1
-( Dev/Mouse )
2
-
3
-%RTN { JMP2r }
4
-%8+  { #0008 ADD2 }
5
-%++  { #0001 ADD2 }
6
-%--  { #0001 SUB2 }
7
-
8
-;touch1 { xc 2 yc 2 r 2 }
9
-;touch2 { xc 2 yc 2 r 2 }
10
-
11
-;color { byte 1 }
12
-;addr { short 2 }
13
-;pointer { x 2 y 2 }
14
-;circle { xc 2 yc 2 x 2 y 2 r 2 d 2 }
15
-
16
-( devices )
17
-
18
-|0100 ;System { vector 2 pad 6 r 2 g 2 b 2 }
19
-|0120 ;Screen { vector 2 width 2 height 2 pad 2 x 2 y 2 addr 2 color 1 }
20
-|0160 ;Mouse  { vector 2 x 2 y 2 state 1 chord 1 }
21
-
22
-( program )
23
-
24
-|0200
25
-
26
-	( theme ) #03fd =System.r #0ef3 =System.g #0bf2 =System.b
27
-	( vectors ) ,on-screen =Screen.vector
28
-	( vectors ) ,on-mouse =Mouse.vector
29
-
30
-BRK
31
-
32
-@on-screen
33
-
34
-	( clear ) ~touch1.xc ~touch1.yc ~touch1.r #00 ,draw-circle JSR2
35
-	( clear ) ~touch2.xc ~touch2.yc ~touch2.r #00 ,draw-circle JSR2
36
-
37
-	~touch1.r ++ =touch1.r
38
-	~touch2.r ++ =touch2.r
39
-
40
-	( draw ) ~touch1.xc ~touch1.yc ~touch1.r #03 ,draw-circle JSR2
41
-	( draw ) ~touch2.xc ~touch2.yc ~touch2.r #02 ,draw-circle JSR2
42
-
43
-	~touch1.xc ~touch1.yc #23 ,touch1.r #0001 ADD2 ,draw-byte JSR2
44
-	~touch2.xc ~touch2.yc #28 ,touch2.r #0001 ADD2 ,draw-byte JSR2
45
-
46
-BRK
47
-
48
-@on-mouse
49
- 	
50
-	,draw-cursor JSR2
51
-
52
-	~Mouse.state #01 NEQ ,$no-touch1 JNZ2
53
-		( clear )   ~touch1.xc ~touch1.yc ~touch1.r #00 ,draw-circle JSR2
54
-		( update )  ~Mouse.x =touch1.xc ~Mouse.y =touch1.yc #0000 =touch1.r
55
-		( release ) #00 =Mouse.state
56
-	$no-touch1
57
-	~Mouse.state #10 NEQ ,$no-touch2 JNZ2
58
-		( clear )   ~touch2.xc ~touch2.yc ~touch2.r #00 ,draw-circle JSR2
59
-		( update )  ~Mouse.x =touch2.xc ~Mouse.y =touch2.yc #0000 =touch2.r
60
-		( release ) #00 =Mouse.state
61
-	$no-touch2
62
-
63
-BRK 
64
-
65
-@draw-cursor ( -- )
66
-
67
-	( clear last cursor )
68
-	,clear_icn =Screen.addr 
69
-	~pointer.x =Screen.x 
70
-	~pointer.y =Screen.y 
71
-	#30 =Screen.color
72
-
73
-	( record pointer positions )
74
-	~Mouse.x =pointer.x ~Mouse.y =pointer.y
75
-
76
-	( draw new cursor )
77
-	,cursor_icn =Screen.addr 
78
-	~pointer.x =Screen.x 
79
-	~pointer.y =Screen.y 
80
-	#31 ~Mouse.state #00 NEQ ADD =Screen.color
81
-
82
-RTN
83
-
84
-@draw-circle ( xc yc r color )
85
-
86
-	( load ) =color =circle.r =circle.yc =circle.xc
87
-	#0000 =circle.x ~circle.r =circle.y
88
-	~circle.r #0002 MUL2 #0003 SUB2 =circle.d
89
-	( draw ) ,$seg JSR2
90
-	$loop
91
-		( incr ) ~circle.x ++ =circle.x
92
-		~circle.d #0000 #0001 ADD2 LTS2 ^$else JNZ
93
-			( decr ) ~circle.y -- =circle.y
94
-			~circle.x ~circle.y SUB2 #0004 MUL2 ~circle.d ADD2 #000a ADD2 =circle.d
95
-			,$end JMP2
96
-		$else
97
-			~circle.x #0004 MUL2 ~circle.d ADD2 #0006 ADD2 =circle.d
98
-		$end
99
-		( draw ) ,$seg JSR2
100
-		~circle.y ~circle.x #0001 SUB2 GTS2 ^$loop JNZ
101
-	RTN
102
-	$seg
103
-		~circle.xc ~circle.x ADD2 =Screen.x ~circle.yc ~circle.y ADD2 =Screen.y ~color =Screen.color
104
-		~circle.xc ~circle.x SUB2 =Screen.x ~circle.yc ~circle.y ADD2 =Screen.y ~color =Screen.color
105
-		~circle.xc ~circle.x ADD2 =Screen.x ~circle.yc ~circle.y SUB2 =Screen.y ~color =Screen.color
106
-		~circle.xc ~circle.x SUB2 =Screen.x ~circle.yc ~circle.y SUB2 =Screen.y ~color =Screen.color
107
-		~circle.xc ~circle.y ADD2 =Screen.x ~circle.yc ~circle.x ADD2 =Screen.y ~color =Screen.color
108
-		~circle.xc ~circle.y SUB2 =Screen.x ~circle.yc ~circle.x ADD2 =Screen.y ~color =Screen.color
109
-		~circle.xc ~circle.y ADD2 =Screen.x ~circle.yc ~circle.x SUB2 =Screen.y ~color =Screen.color
110
-		~circle.xc ~circle.y SUB2 =Screen.x ~circle.yc ~circle.x SUB2 =Screen.y ~color =Screen.color
111
-
112
-RTN
113
-
114
-@draw-byte ( x y color addr -- )
115
-
116
-	=addr STH
117
-	=Screen.y
118
-	=Screen.x
119
-	,font_hex #00 ~addr PEK2 #04 SFT #0008 MUL2 ADD2 =Screen.addr
120
-	STHr DUP STH =Screen.color
121
-	,font_hex #00 ~addr PEK2 #0f AND #0008 MUL2 ADD2 =Screen.addr
122
-	~Screen.x 8+ =Screen.x
123
-	STHr =Screen.color
124
-
125
-RTN
126
-
127
-@clear_icn   [ 0000 0000 0000 0000 ]
128
-@cursor_icn  [ 80c0 e0f0 f8e0 1000 ]
129
-
130
-@font_hex
131
-[
132
-	003c 464a 5262 3c00 0018 0808 0808 1c00
133
-	003c 4202 3c40 7e00 003c 421c 0242 3c00
134
-	000c 1424 447e 0400 007e 407c 0242 3c00
135
-	003c 407c 4242 3c00 007e 0204 0810 1000
136
-	003c 423c 4242 3c00 003c 4242 3e02 3c00
137
-	003c 4242 7e42 4200 007c 427c 4242 7c00 
138
-	003c 4240 4042 3c00 007c 4242 4242 7c00 
139
-	007e 4078 4040 7e00 007e 4078 4040 4000
140
-]
141 0
\ No newline at end of file
... ...
@@ -22,11 +22,11 @@
22 22
 |0100 ( -> )
23 23
 
24 24
 	( theme ) 
25
-	#03fd .System/r IOW2 
26
-	#0ef3 .System/g IOW2 
27
-	#0bf2 .System/b IOW2
25
+	#03fd .System/r DEO2 
26
+	#0ef3 .System/g DEO2 
27
+	#0bf2 .System/b DEO2
28 28
 
29
-	( vectors ) ;on-mouse .Mouse/vector IOW2
29
+	( vectors ) ;on-mouse .Mouse/vector DEO2
30 30
 
31 31
 BRK
32 32
 
... ...
@@ -39,23 +39,23 @@ BRK
39 39
 @draw-cursor ( -- )
40 40
 	
41 41
 	( clear last cursor )
42
-	;clear .Screen/addr IOW2 
43
-	.pointer/x PEK2 .Screen/x IOW2 
44
-	.pointer/y PEK2 .Screen/y IOW2 
45
-	#30 .Screen/color IOW
42
+	;clear .Screen/addr DEO2 
43
+	.pointer/x PEK2 .Screen/x DEO2 
44
+	.pointer/y PEK2 .Screen/y DEO2 
45
+	#30 .Screen/color DEO
46 46
 
47 47
 	( record pointer positions )
48
-	.Mouse/x IOR2 .pointer/x POK2 
49
-	.Mouse/y IOR2 .pointer/y POK2
48
+	.Mouse/x DEI2 .pointer/x POK2 
49
+	.Mouse/y DEI2 .pointer/y POK2
50 50
 
51 51
 	( draw new cursor )
52
-	;cursor .Screen/addr IOW2 
53
-	.pointer/x PEK2 .Screen/x IOW2 
54
-	.pointer/y PEK2 .Screen/y IOW2 
52
+	;cursor .Screen/addr DEO2 
53
+	.pointer/x PEK2 .Screen/x DEO2 
54
+	.pointer/y PEK2 .Screen/y DEO2 
55 55
 
56 56
 	( colorize on state )
57
-	.Mouse/state IOR #00 NEQ
58
-	#31 ADD .Screen/color IOW
57
+	.Mouse/state DEI #00 NEQ
58
+	#31 ADD .Screen/color DEO
59 59
 
60 60
 RTN
61 61
 
... ...
@@ -41,7 +41,7 @@ Program p;
41 41
 
42 42
 char ops[][4] = {
43 43
 	"BRK", "LIT", "NOP", "POP", "DUP", "SWP", "OVR", "ROT",
44
-	"EQU", "NEQ", "GTH", "LTH", "GTS", "LTS", "IOR", "IOW",
44
+	"EQU", "NEQ", "GTH", "LTH", "GTS", "LTS", "DEI", "DEO",
45 45
 	"PEK", "POK", "GET", "PUT", "JMP", "JNZ", "JSR", "STH",
46 46
 	"ADD", "SUB", "MUL", "DIV", "AND", "ORA", "EOR", "SFT"
47 47
 };
... ...
@@ -76,11 +76,10 @@ pushshort(Uint16 s, int lit)
76 76
 }
77 77
 
78 78
 void
79
-pushtext(char *s, int lit)
79
+pushword(char *s)
80 80
 {
81 81
 	int i = 0;
82 82
 	char c;
83
-	if(lit) pushbyte(0x21, 0);
84 83
 	while((c = s[i++])) pushbyte(c, 0);
85 84
 }
86 85
 
... ...
@@ -210,12 +209,14 @@ walktoken(char *w)
210 209
 	switch(w[0]) {
211 210
 	case '[': return 0;
212 211
 	case ']': return 0;
212
+	case '\'': return 1;
213 213
 	case '.': return 2; /* zero-page: LIT addr-lb */
214 214
 	case ',': return 2; /* relative:  LIT addr-rel */
215 215
 	case ':': return 2; /* absolute:      addr-hb addr-lb */
216 216
 	case ';': return 3; /* absolute:  LIT addr-hb addr-lb */
217 217
 	case '$': return shex(w + 1);
218 218
 	case '#': return slen(w + 1) == 4 ? 3 : 2;
219
+	case '"': return slen(w + 1);
219 220
 	}
220 221
 	if((m = findmacro(w))) {
221 222
 		int i, res = 0;
... ...
@@ -249,6 +250,12 @@ parsetoken(char *w)
249 250
 	} else if(findopcode(w) || scmp(w, "BRK", 4)) {
250 251
 		pushbyte(findopcode(w), 0);
251 252
 		return 1;
253
+	} else if(w[0] == '"') {
254
+		pushword(w + 1);
255
+		return 1;
256
+	} else if(w[0] == '\'') {
257
+		pushbyte((Uint8)w[1], 0);
258
+		return 1;
252 259
 	} else if(w[0] == '#') {
253 260
 		if(slen(w + 1) == 1)
254 261
 			pushbyte((Uint8)w[1], 1);
... ...
@@ -46,8 +46,8 @@ void op_gth(Uxn *u) { Uint8 a = pop8(u->src), b = pop8(u->src); push8(u->src, b
46 46
 void op_lth(Uxn *u) { Uint8 a = pop8(u->src), b = pop8(u->src); push8(u->src, b < a); }
47 47
 void op_gts(Uxn *u) { Uint8 a = pop8(u->src), b = pop8(u->src); push8(u->src, (Sint8)b > (Sint8)a); }
48 48
 void op_lts(Uxn *u) { Uint8 a = pop8(u->src), b = pop8(u->src); push8(u->src, (Sint8)b < (Sint8)a); }
49
-void op_ior(Uxn *u) { Uint8 a = pop8(u->src); push8(u->src, devpeek8(&u->dev[a >> 4], a)); }
50
-void op_iow(Uxn *u) { Uint8 a = pop8(u->src), b = pop8(u->src); devpoke8(&u->dev[a >> 4], a, b); }
49
+void op_dei(Uxn *u) { Uint8 a = pop8(u->src); push8(u->src, devpeek8(&u->dev[a >> 4], a)); }
50
+void op_deo(Uxn *u) { Uint8 a = pop8(u->src), b = pop8(u->src); devpoke8(&u->dev[a >> 4], a, b); }
51 51
 /* Memory */
52 52
 void op_pek(Uxn *u) { Uint8 a = pop8(u->src); push8(u->src, mempeek8(u->ram.dat, a)); }
53 53
 void op_pok(Uxn *u) { Uint8 a = pop8(u->src); Uint8 b = pop8(u->src); mempoke8(u->ram.dat, a, b); }
... ...
@@ -80,8 +80,8 @@ void op_gth16(Uxn *u) { Uint16 a = pop16(u->src), b = pop16(u->src); push8(u->sr
80 80
 void op_lth16(Uxn *u) { Uint16 a = pop16(u->src), b = pop16(u->src); push8(u->src, b < a); }
81 81
 void op_gts16(Uxn *u) { Uint16 a = pop16(u->src), b = pop16(u->src); push8(u->src, (Sint16)b > (Sint16)a); }
82 82
 void op_lts16(Uxn *u) { Uint16 a = pop16(u->src), b = pop16(u->src); push8(u->src, (Sint16)b < (Sint16)a); }
83
-void op_ior16(Uxn *u) { Uint8 a = pop8(u->src); push16(u->src, devpeek16(&u->dev[a >> 4], a)); }
84
-void op_iow16(Uxn *u) { Uint8 a = pop8(u->src); Uint16 b = pop16(u->src); devpoke16(&u->dev[a >> 4], a, b); }
83
+void op_dei16(Uxn *u) { Uint8 a = pop8(u->src); push16(u->src, devpeek16(&u->dev[a >> 4], a)); }
84
+void op_deo16(Uxn *u) { Uint8 a = pop8(u->src); Uint16 b = pop16(u->src); devpoke16(&u->dev[a >> 4], a, b); }
85 85
 /* Memory(16-bits) */
86 86
 void op_pek16(Uxn *u) { Uint8 a = pop8(u->src); push16(u->src, mempeek16(u->ram.dat, a)); }
87 87
 void op_pok16(Uxn *u) { Uint8 a = pop8(u->src); Uint16 b = pop16(u->src); mempoke16(u->ram.dat, a, b); }
... ...
@@ -103,12 +103,12 @@ void op_sft16(Uxn *u) { Uint16 a = pop16(u->src), b = pop16(u->src); push16(u->s
103 103
 
104 104
 void (*ops[])(Uxn *u) = {
105 105
 	op_brk, op_lit, op_nop, op_pop, op_dup, op_swp, op_ovr, op_rot,
106
-	op_equ, op_neq, op_gth, op_lth, op_gts, op_lts, op_ior, op_iow,
106
+	op_equ, op_neq, op_gth, op_lth, op_gts, op_lts, op_dei, op_deo,
107 107
 	op_pek, op_pok, op_get, op_put, op_jmp, op_jnz, op_jsr, op_sth, 
108 108
 	op_add, op_sub, op_mul, op_div, op_and, op_ora, op_eor, op_sft,
109 109
 	/* 16-bit */
110 110
 	op_brk,   op_lit16, op_nop,   op_pop16, op_dup16, op_swp16, op_ovr16, op_rot16,
111
-	op_equ16, op_neq16, op_gth16, op_lth16, op_gts16, op_lts16, op_ior16, op_iow16, 
111
+	op_equ16, op_neq16, op_gth16, op_lth16, op_gts16, op_lts16, op_dei16, op_deo16, 
112 112
 	op_pek16, op_pok16, op_get16, op_put16, op_jmp16, op_jnz16, op_jsr16, op_sth16, 
113 113
 	op_add16, op_sub16, op_mul16, op_div16, op_and16, op_ora16, op_eor16, op_sft16
114 114
 };