Browse code

Inverted controls

neauoire authored on 03/03/2021 00:35:11
Showing 1 changed files
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@@ -39,13 +39,13 @@ BRK
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 	,no-ctrl ~dev/ctrl.buttons #00 EQU JMP? POP2
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 		,no-ctrl-up ~dev/ctrl.buttons #10 EQU JMP? POP2
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-			~editor.addr #0001 SUB2 =editor.addr
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+			~editor.addr #0001 ADD2 =editor.addr
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 			,draw-window JSR
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 			,redraw JSR
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 		@no-ctrl-up
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 		,no-ctrl-down ~dev/ctrl.buttons #20 EQU JMP? POP2
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-			~editor.addr #0001 ADD2 =editor.addr
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+			~editor.addr #0001 SUB2 =editor.addr
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 			,draw-window JSR
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 			,redraw JSR
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 		@no-ctrl-down
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@@ -68,19 +68,6 @@ BRK
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 BRK 
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-@draw-label-left ( x y color addr )
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-	
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-	( load ) =label.addr =label.color =dev/sprite.y =dev/sprite.x 
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-	~label.addr
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-	@draw-label-left-loop
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-		( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =dev/sprite.addr ~label.color =dev/sprite.color
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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 #0001 ADD2  LDR #00 NEQ ,draw-label-left-loop ROT JMP? POP2
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-	POP2
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-
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-RTS
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-
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 @draw-window 
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 	#0000 #0000 ~dev/screen.width ~dev/screen.height #03 ~editor.addr ,tile-rect JSR
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@@ -99,15 +86,6 @@ RTS
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 RTS
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-@draw-byte ( x y color addr )
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-	
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-	( load ) =addr =color =dev/sprite.y =dev/sprite.x
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-	,font_hex #00 ~addr LDR #f0 AND #04 ROR #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
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-	~dev/sprite.x #0008 ADD2 =dev/sprite.x
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-	,font_hex #00 ~addr LDR #0f AND #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
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-
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-RTS
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-
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 @redraw
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 	~editor.x1 =dev/sprite.x
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@@ -151,6 +129,28 @@ RTS
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 RTS
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+@draw-label-left ( x y color addr )
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+	
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+	( load ) =label.addr =label.color =dev/sprite.y =dev/sprite.x 
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+	~label.addr
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+	@draw-label-left-loop
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+		( draw ) DUP2 LDR #00 SWP #0008 MUL2 ,font ADD2 =dev/sprite.addr ~label.color =dev/sprite.color
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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 #0001 ADD2  LDR #00 NEQ ,draw-label-left-loop ROT JMP? POP2
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+	POP2
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+
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+RTS
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+
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+@draw-byte ( x y color addr )
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+	
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+	( load ) =addr =color =dev/sprite.y =dev/sprite.x
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+	,font_hex #00 ~addr LDR #f0 AND #04 ROR #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
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+	~dev/sprite.x #0008 ADD2 =dev/sprite.x
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+	,font_hex #00 ~addr LDR #0f AND #08 MUL ADD2 =dev/sprite.addr ~color =dev/sprite.color
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+
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+RTS
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+
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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