( draw routines ) ;color { byte 1 } ;pointer { x 2 y 2 sprite 2 } ;rect { x1 2 y1 2 x2 2 y2 2 } ;r1 { x1 2 y1 2 x2 2 y2 2 } ;r2 { x1 2 y1 2 x2 2 y2 2 } ;r3 { x1 2 y1 2 x2 2 y2 2 } |0100 @RESET #0020 #0030 #0060 #0060 =r1.y2 =r1.x2 =r1.y1 =r1.x1 #0058 #0050 #0090 #0080 =r2.y2 =r2.x2 =r2.y1 =r2.x1 #0048 #0048 #0080 #0098 =r3.y2 =r3.x2 =r3.y1 =r3.x1 BRK @FRAME ~pointer.x ~Mouse.x NEQU2 ~pointer.y ~Mouse.y NEQU2 #0000 EQU2 BRK? ( Return if unchanged ) ,pointer_icn =pointer.sprite #01 =color ( matrix comparison ) ~Mouse.x ~r1.x1 GTH2 ~Mouse.x ~r1.x2 LTH2 #0101 EQU2 ~Mouse.y ~r1.y1 GTH2 ~Mouse.y ~r1.y2 LTH2 #0101 EQU2 #0101 NEQ2 ,$draw1 ROT JMP2? POP2 #02 =color ,hand_icn =pointer.sprite $draw1 ~r1.x1 ~r1.y1 ~r1.x2 ~r1.y2 ~color ,line-rect JSR2 #01 =color ( 2-step comparison ) ,$draw2 ~Mouse.x ~r2.x1 GTH2 ~Mouse.x ~r2.x2 LTH2 #0101 NEQ2 JMP2? POP2 ,$draw2 ~Mouse.y ~r2.y1 GTH2 ~Mouse.y ~r2.y2 LTH2 #0101 NEQ2 JMP2? POP2 #03 =color ,hand_icn =pointer.sprite $draw2 ~r2.x1 ~r2.y1 ~r2.x2 ~r2.y2 ~color ,line-rect JSR2 #01 =color ( 4-step comparison ) ,$draw3 ~Mouse.x ~r3.x1 LTH2 JMP2? POP2 ,$draw3 ~Mouse.x ~r3.x2 GTH2 JMP2? POP2 ,$draw3 ~Mouse.y ~r3.y1 LTH2 JMP2? POP2 ,$draw3 ~Mouse.y ~r3.y2 GTH2 JMP2? POP2 #02 =color ,hand_icn =pointer.sprite $draw3 ~r3.x1 ~r3.y1 ~r3.x2 ~r3.y2 ~color ,line-rect JSR2 ,draw-cursor JSR2 BRK @draw-cursor ( clear last cursor ) ,clear_icn =Sprite.addr ~pointer.x =Sprite.x ~pointer.y =Sprite.y #10 =Sprite.color ( record pointer positions ) ~Mouse.x =pointer.x ~Mouse.y =pointer.y ( draw new cursor ) ~pointer.sprite =Sprite.addr ~pointer.x =Sprite.x ~pointer.y =Sprite.y #11 =Sprite.color RTN @line-rect ( x1 y1 x2 y2 color ) ( load ) =color =rect.y2 =rect.x2 DUP2 =Screen.y =rect.y1 DUP2 =Screen.x =rect.x1 $hor ( incr ) ~Screen.x #0001 ADD2 =Screen.x ( draw ) ~rect.y1 =Screen.y ~color =Screen.color ( draw ) ~rect.y2 =Screen.y ~color =Screen.color ,$hor ~Screen.x ~rect.x2 LTH2 JMP2? POP2 ~rect.y1 =Screen.y $ver ( draw ) ~rect.x1 =Screen.x ~color =Screen.color ( draw ) ~rect.x2 =Screen.x ~color =Screen.color ( incr ) ~Screen.y #0001 ADD2 =Screen.y ,$ver ~Screen.y ~rect.y2 #0001 ADD2 LTH2 JMP2? POP2 RTN @clear_icn [ 0000 0000 0000 0000 ] @pointer_icn [ 80c0 e0f0 f8e0 1000 ] @hand_icn [ 4040 4070 f8f8 f870 ] |d000 @ERROR BRK |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 } |FF50 ;Mouse { x 2 y 2 state 1 chord 1 } |FFF0 .RESET .FRAME .ERROR ( vectors ) |FFF8 [ 0f0f 0fff 0ff0 ] ( palette )