uxn/projects/software/nasu.usm

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(
app/nasu : spritesheet editor
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arrows - move selection
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left-click - add pixel
right-click - remove pixel
1 2 3 - select brush
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)
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%RTN { JMP2r }
%RTN? { JMP2r? }
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%STEP8 { #0033 SFT2 }
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%++ { #0001 ADD2 }
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%2/ { #0001 SFT2 } %2* { #0010 SFT2 }
%8/ { #0003 SFT2 } %8* { #0030 SFT2 }
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%8- { #0008 SUB2 } %8+ { #0008 ADD2 }
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%SFL { #40 SFT SFT }
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;bankview { x 2 y 2 mode 1 addr 2 }
;tileview { x 2 y 2 addr 2 }
;rect { x1 2 y1 2 x2 2 y2 2 }
;mouse { x 2 y 2 }
;color { byte 1 }
;i { byte 1 }
;pt { x 1 y 1 }
;addr { short 2 }
;pos { x 2 y 2 }
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|0100 @RESET
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~Screen.width 2/ #008a SUB2 =bankview.x
~Screen.height 2/ #003f SUB2 =bankview.y
,bank =bankview.addr
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~Screen.width 2/ #0002 ADD2 =tileview.x
~Screen.height 2/ #003f SUB2 =tileview.y
,bank #0448 ADD2 =tileview.addr
,filepath ,load-file JSR2
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,redraw JSR2
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BRK
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@FRAME
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( keyboard controls )
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,no-key ~Keys #00 EQU JMP2?
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,no-key ~Keys #31 LTH JMP2?
,no-key ~Keys #33 GTH JMP2?
( select ) ~Keys #31 SUB =bankview.mode
( release ) #00 =Keys
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,redraw JSR2
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@no-key
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,no-ctrl ~Controller.buttons #00 EQU JMP2?
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,no-ctrl-up ~Controller.buttons #10 EQU JMP2?
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~tileview.addr #0080 ADD2 =tileview.addr
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@no-ctrl-up
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,no-ctrl-down ~Controller.buttons #20 EQU JMP2?
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~tileview.addr #0080 SUB2 =tileview.addr
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@no-ctrl-down
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,no-ctrl-left ~Controller.buttons #40 EQU JMP2?
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~tileview.addr 8+ =tileview.addr
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@no-ctrl-left
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,no-ctrl-right ~Controller.buttons #80 EQU JMP2?
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~tileview.addr 8- =tileview.addr
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@no-ctrl-right
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~tileview.addr #0800 DIV2 #0800 MUL2 =bankview.addr
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,redraw JSR2
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@no-ctrl
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( mouse controls )
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,click-end ~Mouse.state #00 EQU JMP2?
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( toolbar )
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,no-toolbar-click ~Mouse.y ~bankview.y #0010 SUB2 SUB2 8/ #0000 NEQ2 JMP2?
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( brush )
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,no-brush-click ~Mouse.x ~bankview.x SUB2 8/ #000d LTH2 JMP2?
,no-brush-click ~Mouse.x ~bankview.x SUB2 8/ #000f GTH2 JMP2?
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( select ) ~mouse.x ~bankview.x SUB2 8/ #000d SUB2 SWP POP =bankview.mode
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( release ) #00 =Mouse.state
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,redraw JSR2 ,click-end JMP2
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@no-brush-click
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,no-load-click ~Mouse.x ~tileview.x SUB2 8/ #000e NEQU2 JMP2?
( load ) ,filepath =File.name #0800 =File.length ~bankview.addr =File.load
( release ) #00 =Mouse.state
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,redraw JSR2 ,click-end JMP2
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@no-load-click
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,no-save-click ~Mouse.x ~tileview.x SUB2 8/ #000f NEQU2 JMP2?
( save ) ,filepath =File.name #0800 =File.length ~bankview.addr =File.save
( release ) #00 =Mouse.state
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,redraw JSR2 ,click-end JMP2
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@no-save-click
@no-toolbar-click
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( bankview )
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~Mouse.x ~bankview.x GTH2 ~Mouse.x ~bankview.x #0080 ADD2 LTH2 #0101 EQU2
~Mouse.y ~bankview.y GTH2 ~Mouse.y ~bankview.y #0080 ADD2 LTH2 #0101 EQU2
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#0101 NEQ2 ,no-bank-click ROT JMP2?
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,not-copy-mode ~bankview.mode #01 NEQ JMP2?
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#00 =i
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@copy-loop NOP
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( load ) ~tileview.addr ~i ADD LDR
( get touch addr )
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~Mouse.x ~bankview.x SUB2 STEP8
~Mouse.y ~bankview.y SUB2 STEP8 #0010 MUL2 ADD2
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~bankview.addr ADD2 #00 ~i ADD2 STR
( incr ) ~i #01 ADD =i
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~i #08 LTH ^copy-loop MUL JMP
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,redraw JSR2 ,click-end JMP2
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@not-copy-mode
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,not-erase-mode ~bankview.mode #02 NEQ JMP2?
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#00 =i
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@erase-loop NOP
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#00
( get touch addr )
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~Mouse.x ~bankview.x SUB2 STEP8
~Mouse.y ~bankview.y SUB2 STEP8 #0010 MUL2 ADD2
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~bankview.addr ADD2 #00 ~i ADD2 STR
( incr ) ~i #01 ADD =i
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~i #08 LTH ^erase-loop MUL JMP
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,redraw JSR2 ,click-end JMP2
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@not-erase-mode
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~Mouse.x ~bankview.x SUB2 STEP8
~Mouse.y ~bankview.y SUB2 STEP8 #0010 MUL2 ADD2
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~bankview.addr ADD2 =tileview.addr
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,redraw JSR2 ,click-end JMP2
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@no-bank-click
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( tileview )
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~Mouse.x ~tileview.x GTH2 ~Mouse.x ~tileview.x #0080 ADD2 LTH2 #0101 EQU2
~Mouse.y ~tileview.y GTH2 ~Mouse.y ~tileview.y #0080 ADD2 LTH2 #0101 EQU2
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#0101 NEQ2 ,no-tile-click ROT JMP2?
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~Mouse.x ~tileview.x SUB2 STEP8 #0040 DIV2
~Mouse.y ~tileview.y SUB2 STEP8 #0040 DIV2 2* ADD2
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8*
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~tileview.addr ADD2 =addr ( addr offset )
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~Mouse.x ~tileview.x SUB2 ~Mouse.x ~tileview.x SUB2 #0040 DIV2 #0040 MUL2 SUB2 =pos.x
~Mouse.y ~tileview.y SUB2 ~Mouse.y ~tileview.y SUB2 #0040 DIV2 #0040 MUL2 SUB2 =pos.y
,no-erase-mode ~Mouse.state #10 NEQ JMP2?
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( load ) ~addr ~pos.y 8/ ADD2 LDR
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( mask ) #01 #07 ~pos.x 8/ SWP POP SUB SFL
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#ff EOR AND
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( save ) ~addr ~pos.y 8/ ADD2 STR
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,redraw JSR2 ,click-end JMP2
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@no-erase-mode
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( load ) ~addr ~pos.y 8/ ADD2 LDR
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( mask ) #01 #07 ~pos.x 8/ SWP POP SUB SFL
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ORA
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( save ) ~addr ~pos.y 8/ ADD2 STR
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,redraw JSR2 ,click-end JMP2
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@no-tile-click
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( operations )
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,no-operations ~Mouse.y ~tileview.y SUB2 8/ #000c NEQ2 JMP2?
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,no-move-up ~Mouse.x ~tileview.x SUB2 8/ #0011 NEQ2 JMP2?
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,op_shiftup JSR2
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( release ) #00 =Mouse.state
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,redraw JSR2 ,click-end JMP2
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@no-move-up
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,no-move-down ~Mouse.x ~tileview.x SUB2 8/ #0012 NEQ2 JMP2?
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,op_shiftdown JSR2
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( release ) #00 =Mouse.state
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,redraw JSR2 ,click-end JMP2
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@no-move-down
@no-operations
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@click-end
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,draw-cursor JSR2
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BRK
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@load-file ( path )
=File.name #0800 =File.length ,bank =File.load
RTN
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@op_shiftup
~tileview.addr LDR
~tileview.addr #0001 ADD2 LDR ~tileview.addr STR
~tileview.addr #0002 ADD2 LDR ~tileview.addr #0001 ADD2 STR
~tileview.addr #0003 ADD2 LDR ~tileview.addr #0002 ADD2 STR
~tileview.addr #0004 ADD2 LDR ~tileview.addr #0003 ADD2 STR
~tileview.addr #0005 ADD2 LDR ~tileview.addr #0004 ADD2 STR
~tileview.addr #0006 ADD2 LDR ~tileview.addr #0005 ADD2 STR
~tileview.addr #0007 ADD2 LDR ~tileview.addr #0006 ADD2 STR
~tileview.addr #0007 ADD2 STR
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RTN
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@op_shiftdown
~tileview.addr #0007 ADD2 LDR
~tileview.addr #0006 ADD2 LDR ~tileview.addr #0007 ADD2 STR
~tileview.addr #0005 ADD2 LDR ~tileview.addr #0006 ADD2 STR
~tileview.addr #0004 ADD2 LDR ~tileview.addr #0005 ADD2 STR
~tileview.addr #0003 ADD2 LDR ~tileview.addr #0004 ADD2 STR
~tileview.addr #0002 ADD2 LDR ~tileview.addr #0003 ADD2 STR
~tileview.addr #0001 ADD2 LDR ~tileview.addr #0002 ADD2 STR
~tileview.addr LDR ~tileview.addr #0001 ADD2 STR
~tileview.addr STR
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RTN
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@redraw
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,draw-bankview JSR2
,draw-tileview JSR2
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RTN
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@draw-bankview
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~bankview.x #0002 SUB2 ~bankview.y #0002 SUB2 ~bankview.x #0081 ADD2 ~bankview.y #0081 ADD2 #03 ,line-rect JSR2
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( position )
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~bankview.x =Sprite.x
~bankview.y #0010 SUB2 =Sprite.y
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~bankview.addr ,draw-short JSR2
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( toolbar )
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~bankview.x #0068 ADD2 =Sprite.x
~bankview.y #0010 SUB2 =Sprite.y
,tool_selector =Sprite.addr
#01 ~bankview.mode #00 EQU ADD =Sprite.color
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~Sprite.x 8+ =Sprite.x
,tool_hand =Sprite.addr
#01 ~bankview.mode #01 EQU ADD =Sprite.color
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~Sprite.x 8+ =Sprite.x
,tool_eraser =Sprite.addr
#01 ~bankview.mode #02 EQU ADD =Sprite.color
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~tileview.x #0070 ADD2 =Sprite.x
,load_icn =Sprite.addr
#01 =Sprite.color
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~tileview.x #0078 ADD2 =Sprite.x
,save_icn =Sprite.addr
#01 =Sprite.color
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( guides )
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#00 =i ,font_hex =Sprite.addr
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$guides
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~bankview.x #0010 SUB2 =Sprite.x
~bankview.y #00 ~i #08 MUL ADD2 =Sprite.y
( draw ) #02 =Sprite.color
~bankview.x #00 ~i #08 MUL ADD2 =Sprite.x
~bankview.y #0088 ADD2 =Sprite.y
( draw ) #02 =Sprite.color
~Sprite.addr 8+ =Sprite.addr
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( incr ) ~i #01 ADD =i
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,$guides ~i #10 LTH JMP2?
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( body )
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~bankview.x =Sprite.x ~bankview.y =Sprite.y
#00 =pt.x #00 =pt.y ~bankview.addr =Sprite.addr
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$ver
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#00 =pt.x
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~bankview.x =Sprite.x
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$hor
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( draw ) #01 =Sprite.color
,$no-highlight ~Sprite.addr ~tileview.addr LTH2 JMP2?
,$no-highlight ~Sprite.addr ~tileview.addr #0018 ADD2 GTH2 JMP2?
( draw ) #0c =Sprite.color
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$no-highlight
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( incr ) ~Sprite.x 8+ =Sprite.x
( incr ) ~Sprite.addr 8+ =Sprite.addr
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( incr ) ~pt.x #01 ADD =pt.x
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,$hor ~pt.x #10 LTH JMP2?
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( incr ) ~pt.y #01 ADD =pt.y
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( incr ) ~Sprite.y 8+ =Sprite.y
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,$ver ~pt.y #10 LTH JMP2?
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RTN
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@draw-tileview
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~tileview.x #0002 SUB2 ~tileview.y #0002 SUB2 ~tileview.x #0080 ADD2 ~tileview.y #0081 ADD2 #03 ,line-rect JSR2
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~tileview.x #0028 ADD2 =Sprite.x
~tileview.y #0010 SUB2 =Sprite.y
~tileview.addr =Sprite.addr
#03 =Sprite.color
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( position )
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~tileview.x =Sprite.x
~tileview.y #0010 SUB2 =Sprite.y
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~tileview.addr ,draw-short JSR2
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( body )
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~tileview.x =Sprite.x
~tileview.y =Sprite.y
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~tileview.addr =tileview.addr
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,draw-tileview-icn JSR2
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~tileview.x #0040 ADD2 =Sprite.x
~tileview.y =Sprite.y
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~tileview.addr 8+ =tileview.addr
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,draw-tileview-icn JSR2
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~tileview.x =Sprite.x
~tileview.y #0040 ADD2 =Sprite.y
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~tileview.addr 8+ =tileview.addr
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,draw-tileview-icn JSR2
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~tileview.x #0040 ADD2 =Sprite.x
~tileview.y #0040 ADD2 =Sprite.y
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~tileview.addr 8+ =tileview.addr
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,draw-tileview-icn JSR2
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( line hor )
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~tileview.y #003f ADD2 =Screen.y
~tileview.x =Screen.x
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$line-hor
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( draw ) #03 =Screen.color
( incr ) ~Screen.x #0002 ADD2 =Screen.x
~Screen.x ~tileview.x #0082 ADD2 LTH2 ,$line-hor ROT JMP2?
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( line ver )
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~tileview.y =Screen.y
~tileview.x #003f ADD2 =Screen.x
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$line-ver
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( draw ) #03 =Screen.color
( incr ) ~Screen.y #0002 ADD2 =Screen.y
~Screen.y ~tileview.y #0081 ADD2 LTH2 ,$line-ver ROT JMP2?
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( rewind ) ~tileview.addr #0018 SUB2 =tileview.addr
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( bytes )
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~tileview.y #0018 ADD2 =Sprite.y
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#00 =i
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$bytes
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~tileview.x #0088 ADD2 =Sprite.x
,font_hex #00 ~tileview.addr #00 ~i ADD2 LDR #f0 AND #04 SFT #08 MUL ADD2 =Sprite.addr
( draw ) #02 =Sprite.color
~Sprite.x 8+ =Sprite.x
,font_hex #00 ~tileview.addr #00 ~i ADD2 LDR #0f AND #08 MUL ADD2 =Sprite.addr
( draw ) #02 =Sprite.color
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( incr ) ~i #01 ADD =i
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( incr ) ~Sprite.y 8+ =Sprite.y
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,$bytes ~i #08 LTH JMP2?
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( operations )
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~Sprite.y 8+ =Sprite.y
,movedown_icn =Sprite.addr
#01 =Sprite.color
~Sprite.x 8- =Sprite.x
,moveup_icn =Sprite.addr
#01 =Sprite.color
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( draw tiles )
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~tileview.y =Sprite.y
#00 =pt.x #00 =pt.y ~tileview.addr =Sprite.addr
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$tiles-ver
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#00 =pt.x
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~tileview.x #0088 ADD2 =Sprite.x
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$tiles-hor
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( draw ) #03 =Sprite.color
( incr ) ~Sprite.x 8+ =Sprite.x
( incr ) ~Sprite.addr 8+ =Sprite.addr
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( incr ) ~pt.x #01 ADD =pt.x
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,$tiles-hor ~pt.x #02 LTH JMP2?
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( incr ) ~pt.y #01 ADD =pt.y
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( incr ) ~Sprite.y 8+ =Sprite.y
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,$tiles-ver ~pt.y #02 LTH JMP2?
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RTN
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@draw-tileview-icn
#00 =pt.x #00 =pt.y
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$ver
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#00 =pt.x
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$hor
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( get bit )
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,blank_icn #00
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~tileview.addr #00 ~pt.y ADD2 LDR #07 ~pt.x SUB SFT #01 AND ( get bit )
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8* ADD2 =Sprite.addr ( add *8 )
( draw ) #01 =Sprite.color
( incr ) ~Sprite.x 8+ =Sprite.x
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( incr ) ~pt.x #01 ADD =pt.x
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,$hor ~pt.x #08 LTH JMP2?
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( incr ) ~Sprite.y 8+ =Sprite.y
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( incr ) ~pt.y #01 ADD =pt.y
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~Sprite.x #0040 SUB2 =Sprite.x
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,$ver ~pt.y #08 LTH JMP2?
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RTN
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@draw-cursor
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~mouse.x ~Mouse.x NEQU2
~mouse.y ~Mouse.y NEQU2
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#0000 EQU2 RTN? ( Return if unchanged )
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( clear last cursor )
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~mouse.x =Sprite.x
~mouse.y =Sprite.y
,blank_icn =Sprite.addr
#10 =Sprite.color
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( record mouse positions )
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~Mouse.x =mouse.x
~Mouse.y =mouse.y
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( draw new cursor )
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~mouse.x =Sprite.x
~mouse.y =Sprite.y
,tool_selector #00 ~bankview.mode #08 MUL ADD2 =Sprite.addr
#12 =Sprite.color
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RTN
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@draw-short ( short )
=addr
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,font_hex #00 ,addr LDR #f0 AND #04 SFT #08 MUL ADD2 =Sprite.addr
( draw ) #02 =Sprite.color
~Sprite.x 8+ =Sprite.x
,font_hex #00 ,addr LDR #0f AND #08 MUL ADD2 =Sprite.addr
( draw ) #02 =Sprite.color
~Sprite.x 8+ =Sprite.x
,font_hex #00 ,addr ++ LDR #f0 AND #04 SFT #08 MUL ADD2 =Sprite.addr
( draw ) #02 =Sprite.color
~Sprite.x 8+ =Sprite.x
,font_hex #00 ,addr ++ LDR #0f AND #08 MUL ADD2 =Sprite.addr
( draw ) #02 =Sprite.color
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RTN
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( Utils )
@line-rect ( x1 y1 x2 y2 color )
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( load ) =color =rect.y2 =rect.x2 DUP2 =Screen.y =rect.y1 DUP2 =Screen.x =rect.x1
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$hor NOP
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( incr ) ~Screen.x ++ =Screen.x
( draw ) ~rect.y1 =Screen.y ~color =Screen.color
( draw ) ~rect.y2 =Screen.y ~color =Screen.color
~Screen.x ~rect.x2 LTH2 ^$hor MUL JMP
~rect.y1 =Screen.y
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$ver NOP
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( draw ) ~rect.x1 =Screen.x ~color =Screen.color
( draw ) ~rect.x2 =Screen.x ~color =Screen.color
( incr ) ~Screen.y ++ =Screen.y
~Screen.y ~rect.y2 ++ LTH2 ^$ver MUL JMP
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RTN
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@tool_selector [ 80c0 e0f0 f8e0 1000 ]
@tool_hand [ 4040 4070 f8f8 f870 ]
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@tool_eraser [ 2050 b87c 3e1c 0800 ]
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@blank_icn [ 0000 0000 0000 0000 ]
@cell1_icn [ 7cfe fefe fefe 7c00 ]
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@load_icn [ feaa d6aa d4aa f400 ]
@save_icn [ fe82 8282 848a f400 ]
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@moveup_icn [ 0010 387c fe10 1000 ]
@movedown_icn [ 0010 1010 fe7c 3810 ]
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@filepath [ projects/fonts/specter8.bit 00 ]
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@font_hex ( 0-F )
[
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007c 8282 8282 827c 0030 1010 1010 1010
007c 8202 7c80 80fe 007c 8202 1c02 827c
000c 1424 4484 fe04 00fe 8080 7c02 827c
007c 8280 fc82 827c 007c 8202 1e02 0202
007c 8282 7c82 827c 007c 8282 7e02 827c
007c 8202 7e82 827e 00fc 8282 fc82 82fc
007c 8280 8080 827c 00fc 8282 8282 82fc
007c 8280 f080 827c 007c 8280 f080 8080
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]
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|E000 @bank [ ]
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|FE00 @ERROR BRK
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|FF10 ;Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
|FF20 ;Sprite { pad 8 x 2 y 2 addr 2 color 1 }
|FF30 ;Controller { buttons 1 }
|FF40 ;Keys { key 1 }
|FF50 ;Mouse { x 2 y 2 state 1 chord 1 change 1 }
|FF60 ;File { pad 8 name 2 length 2 load 2 save 2 }
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|FFF0 .RESET .FRAME .ERROR ( vectors )
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|FFF8 [ e0fc 30cc 30ac ] ( palette )