2021-04-22 23:40:54 +00:00
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(
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app/neralie : clock with arvelie date
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TODO
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2021-04-23 08:58:50 +00:00
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- use splash screen when FPS calculation is unstable
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2021-04-22 23:40:54 +00:00
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)
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2021-04-23 08:58:19 +00:00
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%h { .DateTime/hour DEI }
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%m { .DateTime/minute DEI }
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%s { .DateTime/second DEI }
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2021-04-22 23:40:54 +00:00
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( devices )
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|00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ]
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|10 @Console [ &vector $2 &pad $6 &char $1 &byte $1 &short $2 &string $2 ]
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|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
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2021-04-24 17:26:09 +00:00
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|a0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ]
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2021-04-22 23:40:54 +00:00
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( variables )
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|0000
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@fps [ ¤t $1 &next $1 &second $1 ]
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@number [ &started $1 &count $1 ]
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@lines [ &x1 $2 &x2 $2 &y1 $2 &y2 $2 &addr $1 ]
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@neralie [ &n0123 $2 &n4 $1 &n5 $1 &n6 $1 &n7 $1 &n8 $1 &n9 $1 &color $1 &x $2 &y $2 &w $2 &h $2 ]
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@mul [ &ahi $1 &alo $1 &bhi $1 &blo $1 ]
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( program )
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|0100
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( theme ) #03fd .System/r DEO2 #0ef3 .System/g DEO2 #0bf2 .System/b DEO2
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( vectors ) ;on-screen .Screen/vector DEO2
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#01 .fps/current POK
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#000c
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DUP2 .lines/x1 POK2
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DUP2 .lines/y1 POK2
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DUP2 .Screen/width DEI2 SWP2 SUB2 #0001 SUB2 .lines/x2 POK2
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.Screen/height DEI2 SWP2 SUB2 .lines/y2 POK2
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#02 .neralie/color POK
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.lines/x1 PEK2 .lines/x2 PEK2
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OVR2 OVR2 .lines/y1 PEK2 ;h JSR2
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.lines/y2 PEK2 ;h JSR2
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.lines/y1 PEK2 #0001 SUB2 .lines/y2 PEK2 #0001 ADD2
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OVR2 OVR2 .lines/x1 PEK2 ;v JSR2
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.lines/x2 PEK2 ;v JSR2
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@on-screen
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;update-fps JSR2
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#00 .neralie/color POK
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;neralie-lines JSR2
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;neralie-calc JSR2
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#02 .neralie/color POK
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;arvelie-text JSR2
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;neralie-text JSR2
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;neralie-lines JSR2
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BRK
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#22 .Screen/color DEO
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#0000 #00 .number/count PEK DUP2 ;h JSR2
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.number/count PEK #01 ADD .number/count POK
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@neralie-calc ( -- )
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( add up fractions of a pulse, store tenths in n6 )
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2021-04-23 08:58:19 +00:00
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#0120 #00 h MUL2
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#00c0 #00 m MUL2 ADD2
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#00f8 #00 s MUL2 ADD2
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2021-04-22 23:40:54 +00:00
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#0271 #00 .fps/next PEK MUL2 #00 .fps/current PEK DIV2 #0008 MUL2 ADD2
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#01b0 ;modf JSR2 SWP2 #0017 MUL2 #03e8 DIV2 .neralie/n6 POK POP
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( add up units and tens of pulses, store in n5 and n4 )
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2021-04-23 08:58:19 +00:00
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#0042 #00 h MUL2 ADD2
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#005e #00 m MUL2 ADD2
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#000b #00 s MUL2 ADD2
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2021-04-22 23:40:54 +00:00
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#000a ;modf JSR2 SWP2 .neralie/n5 POK POP
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#000a ;modf JSR2 SWP2 .neralie/n4 POK POP
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( add up hundreds of pulses + 10 x beats, store in n0123 )
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2021-04-23 08:58:19 +00:00
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#01a0 #00 h MUL2 ADD2
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#0006 #00 m MUL2 ADD2 .neralie/n0123 POK2
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2021-04-22 23:40:54 +00:00
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JMP2r
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@arvelie-text ( -- )
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.Screen/width DEI2 #0002 DIV2 #0034 SUB2 .Screen/x DEO2
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.Screen/height DEI2 #0008 SUB2 .Screen/y DEO2
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.DateTime/year DEI2 #07d6 SUB2
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#000a ;modf JSR2 ;digit JSR2
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;digit JSR2
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.DateTime/doty DEI2
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#000e ;modf JSR2 ,letter JSR
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#000a ;modf JSR2 ,digit JSR
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,digit JSR
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JMP2r
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@neralie-text ( -- )
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.Screen/width DEI2 #0002 DIV2 #0004 SUB2 .Screen/x DEO2
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.neralie/n0123 PEK2
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#03e8 ;modf JSR2 ,digit JSR
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#0064 ;modf JSR2 ,digit JSR
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#000a ;modf JSR2 ,digit JSR
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#000b ,digit JSR ( the colon )
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,digit JSR
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#00 .neralie/n4 PEK ,digit JSR
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#00 .neralie/n5 PEK ,digit JSR
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JMP2r
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@letter ( index* -- )
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#0008 MUL2 ;font-letters ADD2 .Screen/addr DEO2
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,digit/middle JMP
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@digit ( index* -- )
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#0008 MUL2 ;font-numbers ADD2 .Screen/addr DEO2
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&middle
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.neralie/color PEK #20 ADD .Screen/color DEO
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.Screen/x DEI2 #0008 ADD2 .Screen/x DEO2
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JMP2r
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@neralie-lines ( -- )
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.lines/x2 PEK2 .lines/x1 PEK2 DUP2 .neralie/x POK2 SUB2 .neralie/w POK2
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.lines/y2 PEK2 .lines/y1 PEK2 DUP2 .neralie/y POK2 SUB2 .neralie/h POK2
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;neralie/n4 SWP POP .neralie/n0123 PEK2
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DUP2 ;&h JSR2
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;&next JSR2 #0001 .Screen/x DEO2 .neralie/y PEK2 #0003 SUB2 .Screen/y DEO2 ,digit JSR
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DUP2 ;&v JSR2
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#04 ;v/spacing PUT
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.lines/y1 PEK2 #0003 SUB2 .neralie/y PEK2 .neralie/x PEK2 ;v JSR2
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#01 ;v/spacing PUT
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,&next JSR #0001 .Screen/y DEO2 .neralie/x PEK2 #0003 SUB2 .Screen/x DEO2 ;digit JSR2
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DUP2 ,&h JSR
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,&next JSR .Screen/width DEI2 #0009 SUB2 .Screen/x DEO2 .neralie/y PEK2 #0003 SUB2 .Screen/y DEO2 ;digit JSR2
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DUP2 ,&v JSR
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,&next JSR POP2
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DUP2 ,&h JSR
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,&next JSR POP2
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DUP2 ,&v JSR
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POP2 POP
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JMP2r
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&next ( digit-addr number* -- next-digit-addr next-number* prev-digit* )
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#03e8 ;modf JSR2 STH2 #000a MUL2
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ROT DUP STH #01 ADD ROT ROT
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#00 STHr PEK ADD2
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STH2r
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JMP2r
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&h ( number* -- )
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,scale JSR
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.neralie/h PEK2 ;mul2hi JSR2
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DUP2 #0000 NEQ2 #02 JNZ POP2 JMP2r
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DUP2 .neralie/y PEK2 ADD2 .neralie/y POK2
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.neralie/h PEK2 SWP2 SUB2 .neralie/h POK2
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.neralie/x PEK2 DUP2 .neralie/w PEK2 ADD2 .neralie/y PEK2 ,h JMP
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&v ( number* -- )
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,scale JSR
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.neralie/w PEK2 ;mul2hi JSR2
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DUP2 #0000 NEQ2 #02 JNZ POP2 JMP2r
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DUP2 .neralie/x PEK2 ADD2 .neralie/x POK2
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.neralie/w PEK2 SWP2 SUB2 .neralie/w POK2
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.neralie/y PEK2 DUP2 .neralie/h PEK2 ADD2 .neralie/x PEK2 ,v JMP
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@scale ( 0..10000* -- 0..65535* )
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DUP2 #8db8 ;mul2hi JSR2
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SWP2 #0006 MUL2 ADD2
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JMP2r
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@h ( x1* x2* y* -- )
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.Screen/y DEO2
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.Screen/x .lines/addr POK
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,v/draw-line JMP
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@v ( y1* y2* x* -- )
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.Screen/x DEO2
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.Screen/y .lines/addr POK
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&draw-line ( v1* v2* -- )
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OVR2 OVR2 LTH2 #01 JNZ SWP2
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STH2
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&loop
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LIT2 [ 00 ] &spacing [ 01 ] ADD2
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DUP2 DUP2r STH2r LTH2 ,&keep-going JNZ
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POP2 POP2r
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JMP2r
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&keep-going
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DUP2 .lines/addr PEK DEO2
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.neralie/color PEK .Screen/color DEO
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,&loop JMP
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@update-fps ( -- )
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.fps/next PEK #01 ADD .fps/next POK
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2021-04-23 08:58:19 +00:00
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s .fps/second PEK NEQ JMP JMP2r
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s .fps/second POK
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2021-04-22 23:40:54 +00:00
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.fps/next PEK .fps/current POK
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( ~fps.next ^print-byte-decimal JSR
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,strings-fps ^print-string JSR )
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#00 .fps/next POK
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JMP2r
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@modf ( dividend* divisor* -- remainder* quotient* )
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OVR2 OVR2 DIV2 DUP2 STH2 MUL2 SUB2 STH2r JMP2r
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@mul2hi ( a* b* -- product-top-16-bits* )
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(
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Multiplying two 16-bit numbers yields a 32-bit number.
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MUL2 returns the lowest 16 bits, we want the highest.
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We split each short into hi and lo bytes, then sum
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the following multiplications:
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31..24 23..16 15..08 07..00
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{ ahi * bhi }
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{ alo * bhi }
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{ ahi * blo }
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{ alo * blo }
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Bits 07..00 can be ignored, but each sum in bits 23..16
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can end up overflowing into bit 24.
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)
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;mul/bhi PUT2 ;mul/ahi PUT2
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#00
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#00
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#00 .mul/alo PEK #00 .mul/blo PEK MUL2
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POP
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#00 .mul/ahi PEK #00 .mul/blo PEK MUL2 ,&adc JSR
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#00 .mul/alo PEK #00 .mul/bhi PEK MUL2 ,&adc JSR
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POP
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#00 .mul/ahi PEK #00 .mul/bhi PEK MUL2 ADD2
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JMP2r
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&adc ( 31..24 a* b* -- 31..24 sum* )
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OVR2 ADD2 SWP2 OVR2
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GTH2 ,&carry JNZ
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JMP2r
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&carry
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ROT #01 ADD ROT ROT
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JMP2r
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@font-numbers
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[
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7cc6 ced6 e6c6 7c00 1838 1818 1818 7e00 3c66 063c 6066 7e00
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3c66 061c 0666 3c00 1c3c 6ccc fe0c 1e00 7e62 607c 0666 3c00
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3c66 607c 6666 3c00 7e66 060c 1818 1800 3c66 663c 6666 3c00
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3c66 663e 0666 3c00 7cc6 ced6 e6c6 7c00 0018 1800 1818 0000
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]
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@font-letters
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[
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183c 6666 7e66 6600 fc66 667c 6666 fc00 3c66 c0c0 c066 3c00
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f86c 6666 666c f800 fe62 6878 6862 fe00 fe62 6878 6860 f000
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3c66 c0c0 ce66 3e00 6666 667e 6666 6600 7e18 1818 1818 7e00
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1e0c 0c0c cccc 7800 e666 6c78 6c66 e600 f060 6060 6266 fe00
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c6ee fefe d6c6 c600 c6e6 f6de cec6 c600 386c c6c6 c66c 3800
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fc66 667c 6060 f000 386c c6c6 dacc 7600 fc66 667c 6c66 e600
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3c66 603c 0666 3c00 7e5a 1818 1818 3c00 6666 6666 6666 3c00
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6666 6666 663c 1800 c6c6 c6d6 feee c600 c66c 3838 6cc6 c600
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6666 663c 1818 3c00 fec6 8c18 3266 fe00 0018 187e 1818 0000
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]
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