mirror of
https://git.sr.ht/~rabbits/uxn
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465 lines
14 KiB
Text
465 lines
14 KiB
Text
;tree { search-key 2 max-key-len 1 }
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;assembler { pass 1 state 1 token 2 scope-len 1 scope 80 }
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%HCF { #0000 DIV }
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( devices )
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|0100 ;Console { pad 8 char 1 byte 1 short 2 string 2 }
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|0110 ;Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
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|0120 ;Sprite { pad 8 x 2 y 2 addr 2 color 1 }
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|0130 ;Controller { p1 1 }
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|0140 ;Keys { key 1 }
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|0150 ;Mouse { x 2 y 2 state 1 chord 1 }
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|0160 ;File { pad 8 name 2 length 2 load 2 save 2 }
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|01F0 ;System { pad 8 r 2 g 2 b 2 }
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( vectors )
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|0200 ^RESET JMP
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|0204 BRK
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|0208 BRK
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@RESET
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#b000 #c000 #0010 ,memcpy JSR2
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HCF
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,$token ,strlen JSR2
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HCF
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#00
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$loop
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DUP ,highest-bit JSR2
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( )
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POP
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#01 ADD
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DUP ^$loop JNZ
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POP
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,$token ^assemble-token JSR
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,$token2 ^assemble-token JSR
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,$token3 ^assemble-token JSR
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~assembler.state
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HCF
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$token [ hello 00 ]
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$token2 [ 00 ]
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$token3 [ 00 ]
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@assemble-tokens ( string-ptr* -- )
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DUP2 ^assemble-token JSR
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@assemble-token ( string-ptr* -- )
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( get location of tree )
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DUP2
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,state-machine-pointers #00 ~assembler.state ,highest-bit JSR2 #0004 MUL2 ADD2
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DUP2 STH2
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( see if first char is recognised )
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SWP2 #01 ,traverse-tree JSR2
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^$not-found JNZ
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( skip first character of token )
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SWP2 #0001 ADD2 =assembler.token
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( tail call handling function defined in tree )
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POP2r JMP2
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$not-found
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( not interested in incoming-ptr )
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POP2
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=assembler.token
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( tail call default handling function defined in state-machine-pointers )
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LIT2r [ 0002 ] ADD2r LDR2r
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JMP2r
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@parse-hex-length ( string-ptr* -- value 01 if one or two hex digits
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OR 00 otherwise )
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DUP2 #0001 ADD2 PEK2 ^parse-hex-string-try-two JNZ
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PEK2 ^parse-hex-digit JSR DUP #04 SFT ^parse-hex-string-fail1 JNZ
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#01 JMP2r
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@parse-hex-string ( string-ptr* -- value* 02 if four hex digits
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OR value 01 if two hex digits
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OR 00 otherwise )
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DUP2 #0004 ADD2 PEK2 #00 EQU ^$try-four JNZ
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$try-two
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DUP2 #0002 ADD2 PEK2 ^$fail2 JNZ
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$known-two
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DUP2 PEK2 ^parse-hex-digit JSR DUP #04 SFT ^$fail3 JNZ ROT ROT
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#0001 ADD2 PEK2 ^parse-hex-digit JSR DUP #04 SFT ^$fail2 JNZ
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SWP #40 SFT ORA #01 JMP2r
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$fail3 POP
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$fail2 POP
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$fail1 POP #00 JMP2r
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$try-four
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DUP2 #0002 ADD2 ^$known-two JSR ^$maybe-four JNZ
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^$try-two JMP
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$maybe-four
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ROT ROT ^$known-two JSR ^$four JNZ
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^$fail1 JMP
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$four
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SWP #02 JMP2r
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@parse-hex-digit ( charcode -- 00-0f if valid hex
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-- 10-ff otherwise )
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DUP #3a LTH ^$digit JNZ
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DUP #60 GTH ^$lowercase JNZ
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DUP #40 GTH ^$uppercase JNZ
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JMP2r
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$digit ( #30 is #00 )
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#30 SUB JMP2r
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$lowercase ( #61 is #0a )
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#57 SUB JMP2r
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$uppercase ( #41 is #0a )
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#37 SUB JMP2r
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@find-opcode ( name* -- byte 00 if valid opcode name
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OR 01 if not found )
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,opcodes-tree SWP2 #03 ^traverse-tree JSR
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^$nomatch JNZ
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,opcodes-asm SUB2 #0007 DIV2
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SWP JMP2r
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$nomatch
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DUP2 EQU2 JMP2r
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@traverse-tree ( tree-ptr* search-key* max-key-len --
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binary-ptr* 00 if key matched
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OR incoming-ptr* 01 if key not found )
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=tree.max-key-len =tree.search-key
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$loop
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DUP2 LDR2 #0000 NEQ2 ^$valid-node JNZ
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#01 JMP2r
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$valid-node
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LDR2 DUP2 STH2 #0004 ADD2 ^strcmp-tree JSR
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DUP ^$nomatch JNZ
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POP2r JMP2r
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$nomatch
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#07 SFT #02 MUL #00 SWP
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STH2r ADD2
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^$loop JMP
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@strcmp-tree ( node-key* -- order if strings differ
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OR after-node-key* 00 if strings match )
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~tree.search-key STH2
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~tree.max-key-len
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$loop ( node-key* key-len in wst, search-key* in rst )
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DUP ^$keep-going JNZ
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( exhausted key-len, match found )
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POP2r
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JMP2r
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$keep-going
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#01 OVR2 PEK2 DUP2r PEK2r STHr
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DUP2 ORA ^$not-end JNZ
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( end of C strings, match found )
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POP2r POP ROT POP SWP ADD2 #00
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JMP2r
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$not-end
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SUB DUP ^$nomatch JNZ
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POP SUB
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LIT2r [ 0001 ] ADD2r STH
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LIT2 [ 0001 ] ADD2 STHr
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^$loop JMP
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$nomatch
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STH POP2 POP2 STHr POP2r
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JMP2r
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@memcpy ( src-ptr* dest-ptr* length* -- )
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SWP2 STH2
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$loop
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DUP2 ORA ^$keep-going JNZ
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POP2 POP2 POP2r
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JMP2r
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$keep-going
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#0001 SUB2
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SWP2 DUP2 PEK2 DUP2r STH2r POK2
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#0001 ADD2 SWP2
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LIT2r [ 0001 ] ADD2r
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^$loop JMP
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@strlen ( string-ptr* -- length* )
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DUP2 #0001 SUB2
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$loop
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#0001 ADD2
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DUP2 PEK2 ^$loop JNZ
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SWP2 SUB2
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JMP2r
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@add-label ( string-ptr* label-flags -- )
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( NYI )
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POP POP2 JMP2r
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@highest-bit ( n -- 00 if n is 00
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OR 01 if n is 01
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OR 02 if n is 02..03
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OR 03 if n is 04..07
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OR 04 if n is 08..0f
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..
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OR 08 if n is 80..ff )
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DUP #00 NEQ JMP JMP2r
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DUP #01 SFT ORA
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DUP #02 SFT ORA
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DUP #04 SFT ORA
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#1d MUL #05 SFT #00 SWP ,$lookup ADD2 PEK2
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JMP2r
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$lookup
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[ 01 06 02 07 05 04 03 08 ]
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@opcodes
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(
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The code for this section is automatically generated, and needs to be
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regenerated when the opcode list in src/assembler.c is updated.
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After editing src/assembler.c, run "lua etc/assembler-trees.lua"
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and this file will be edited automatically.
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This is the first example of a binary tree in this code, so let's
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explore them in general. The format of a tree node in memory is:
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left-node* right-node* node-key-cstring binary-data
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and the general algorithm is to compare the key you're looking for
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against node-key-cstring, and move to the node pointed to by left-node*
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or right-node* if the keys don't match. If your key sorts earlier than
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use left-node*, otherwise go to right-node*. When you find a node that
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matches your key, traverse-bintree gives you a pointer to the
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binary-data straight after the node-key-cstring. This data can contain
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anything you want: fixed length fields, executable code... in this case
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of this opcode tree, we store nothing. traverse-bintree is passed the
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maximum length of node-key-cstring, not including the zero, so the zero
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can be omitted if the string is at that maximum length.
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If the key isn't present in the tree, you'll eventually get to a node
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where the left-node* or right-node* pointer you'll need to follow is
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null (0000). traverse-bintree will give you the location of that
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pointer, so if you want to insert another node, you can write it to the
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heap and overwrite the pointer with the new node's location. This
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approach works even if the tree is completely empty and the pointer
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you've provided to the root node is null, since that pointer gets
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updated to point to the first node without needing any special logic.
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The ordering of nodes in memory is totally arbitrary, so for pre-
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prepared trees like this one we can have our own meaning for the order
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of the nodes. By ordering the opcodes by their byte value, we can find
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the byte by subtracting $asm from the binary-data pointer and dividing
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by seven (the size of each node). By multiplying the byte value by seven
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and adding to $disasm, we get the opcode name when disassembling too.
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)
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$tree .$root
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$op-brk .$op-add .$op-dup $disasm [ BRK ] $asm
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$op-nop .$op-mul .$op-ovr [ NOP ]
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$op-lit [ 0000 ] [ 0000 ] [ LIT ]
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$op-pop [ 0000 ] [ 0000 ] [ POP ]
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$op-dup .$op-div .$op-eor [ DUP ]
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$op-swp [ 0000 ] [ 0000 ] [ SWP ]
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$op-ovr .$op-ora .$op-pek [ OVR ]
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$op-rot .$op-pop .$op-sft [ ROT ]
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$op-equ .$op-brk .$op-jnz [ EQU ]
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$op-neq [ 0000 ] [ 0000 ] [ NEQ ]
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$op-gth [ 0000 ] [ 0000 ] [ GTH ]
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$root .$op-equ .$op-pok [ LTH ]
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$op-gts .$op-gth .$op-jmp [ GTS ]
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$op-lts [ 0000 ] [ 0000 ] [ LTS ]
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[ 0000 ] [ 0000 ] [ ??? ]
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[ 0000 ] [ 0000 ] [ ??? ]
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$op-pek [ 0000 ] [ 0000 ] [ PEK ]
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$op-pok .$op-nop .$op-sth [ POK ]
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$op-ldr .$op-jsr .$op-lit [ LDR ]
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$op-str [ 0000 ] [ 0000 ] [ STR ]
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$op-jmp [ 0000 ] [ 0000 ] [ JMP ]
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$op-jnz .$op-gts .$op-ldr [ JNZ ]
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$op-jsr [ 0000 ] [ 0000 ] [ JSR ]
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$op-sth .$op-rot .$op-sub [ STH ]
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$op-add [ 0000 ] .$op-and [ ADD ]
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$op-sub .$op-str .$op-swp [ SUB ]
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$op-mul .$op-lts .$op-neq [ MUL ]
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$op-div [ 0000 ] [ 0000 ] [ DIV ]
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$op-and [ 0000 ] [ 0000 ] [ AND ]
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$op-ora [ 0000 ] [ 0000 ] [ ORA ]
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$op-eor [ 0000 ] [ 0000 ] [ EOR ]
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$op-sft [ 0000 ] [ 0000 ] [ SFT ]
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@state-machine-pointers
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( normal mode 00 )
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.first-char-root .nyi
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( FIXME 01 )
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.nyi .nyi
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( FIXME 02 )
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.nyi .nyi
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( FIXME 04 )
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.nyi .nyi
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( FIXME 08 )
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.nyi .nyi
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( FIXME 10 )
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.nyi .nyi
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( literal data 20 )
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[ 0000 ] .nyi
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( FIXME 40 )
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.nyi .nyi
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( comment 80 )
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.first-char-) .ignore
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(
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Next up, we have the tree of code corresponding to each token's
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first character. Here we do have a binary payload, which is
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the code to run when the assembler considers the token.
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Some special assembler modes have their own trees. Since comments
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have a very simple tree that only understands the end of comments,
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we reuse the terminal branch of the main tree as the root of
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the comment tree.
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)
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(
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Left and right parentheses start and end comment sections. They use the
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highest bit in assembler state, so they receive highest priority: it
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doesn't matter what other bits are set, a comment's a comment.
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)
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@first-char-( [ 0000 ] .first-char-) [ 28 ]
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~assembler.state #80 ORA =assembler.state
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JMP2r
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@first-char-) [ 0000 ] [ 0000 ] [ 29 ]
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~assembler.state #7f AND =assembler.state
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JMP2r
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(
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Left and right square brackets start and end literal data sections.
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)
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@first-char-[ .first-char-@ .first-char-] [ 5b ]
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~assembler.state #20 ORA =assembler.state
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JMP2r
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@first-char-] [ 0000 ] [ 0000 ] [ 5d ]
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~assembler.state #df AND =assembler.state
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JMP2r
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(
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Ampersands introduce global labels, and define the scope for any
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local labels that follow.
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)
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@first-char-@ [ 0000 ] [ 0000 ] [ 40 ]
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~assembler.pass ^$scope JNZ
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DUP2 #00 ,add-label JSR2
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$scope
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DUP2 ,strlen JSR2
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DUP2 =assembler.scope-len POP
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,assembler.scope SWP2 JMP2
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@first-char-root
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@first-char-= .first-char-$ .first-char-^ [ 3d ]
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@first-char-" .first-char-nul .first-char-# [ 22 ]
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@first-char-# [ 0000 ] [ 0000 ] [ 23 ]
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@first-char-$ .first-char-" .first-char-, [ 24 ]
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@first-char-% [ 0000 ] .first-char-( [ 25 ]
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@first-char-, .first-char-% .first-char-dot [ 2c ]
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@first-char-dot [ 0000 ] .first-char-; [ 2e ]
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@first-char-; [ 0000 ] [ 0000 ] [ 3b ]
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@first-char-^ .first-char-[ .first-char-| [ 5e ]
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@first-char-{ [ 0000 ] [ 0000 ] [ 7b ]
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@first-char-| .first-char-{ .first-char-} [ 7c ]
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@first-char-} [ 0000 ] .first-char-~ [ 7d ]
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@first-char-~ [ 0000 ] [ 0000 ] [ 7e ]
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@first-char-nul [ 0000 ] [ 0000 ] [ 00 ]
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@ignore
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JMP2r
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@nyi
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,$string =Console.string
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HCF
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$string [ Not 20 implemented 0a 00 ]
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(
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Here's the big set of trees relating to labels. Starting from l-root, all
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the devices are stored here, perhaps some helper functions in the future,
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too.
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left-node* right-node* node-key-cstring binary-data
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The node-keys are terminated with NUL since, unlike the opcodes and first
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characters, the keys are variable length.
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The binary-data is either three or five bytes long:
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flags value* [ subtree-pointer* ]
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The flags byte is divided up into bits:
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bit 0: 01 means load or store helpers can be used,
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bit 1: 02 means the helpers use STR/LDR, 00 means they use POK/PEK;
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bits 2-6 are reserved; and
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bit 7: 80 means there is a subtree.
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If there is a subtree, it is searched when the reference contains a dot.
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)
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@l-Console [ 0000 ] [ 0000 ] [ Console 00 ] [ 80 ] .Console .l-Console-root
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@l-Console-byte [ 0000 ] [ 0000 ] [ byte 00 ] [ 01 ] .Console.byte
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@l-Console-root
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@l-Console-char .l-Console-byte .l-Console-short [ char 00 ] [ 01 ] .Console.char
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@l-Console-short [ 0000 ] .l-Console-string [ short 00 ] [ 03 ] .Console.short
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@l-Console-string [ 0000 ] [ 0000 ] [ string 00 ] [ 03 ] .Console.string
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@l-Controller .l-Console .l-File [ Controller 00 ] [ 80 ] .Controller .l-Controller-root
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@l-Controller-root
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@l-Controller-p1 [ 0000 ] [ 0000 ] [ p1 00 ] [ 01 ] .Controller.p1
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@l-File [ 0000 ] [ 0000 ] [ File 00 ] [ 80 ] .File .l-File-root
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@l-File-length [ 0000 ] [ 0000 ] [ length 00 ] [ 03 ] .File.length
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@l-File-root
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@l-File-load .l-File-length .l-File-name [ load 00 ] [ 03 ] .File.load
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@l-File-name [ 0000 ] .l-File-save [ name 00 ] [ 03 ] .File.name
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@l-File-save [ 0000 ] [ 0000 ] [ save 00 ] [ 03 ] .File.save
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@l-root
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@l-Keys .l-Controller .l-Screen [ Keys 00 ] [ 80 ] .Keys .l-Keys-root
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@l-Keys-root
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@l-Keys-key [ 0000 ] [ 0000 ] [ key 00 ] [ 01 ] .Keys.key
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@l-Mouse [ 0000 ] [ 0000 ] [ Mouse 00 ] [ 80 ] .Mouse .l-Mouse-root
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@l-Mouse-chord [ 0000 ] [ 0000 ] [ chord 00 ] [ 01 ] .Mouse.chord
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@l-Mouse-root
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@l-Mouse-state .l-Mouse-chord .l-Mouse-x [ state 00 ] [ 01 ] .Mouse.state
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@l-Mouse-x [ 0000 ] .l-Mouse-y [ x 00 ] [ 03 ] .Mouse.x
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@l-Mouse-y [ 0000 ] [ 0000 ] [ y 00 ] [ 03 ] .Mouse.y
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@l-Screen .l-Mouse .l-Sprite [ Screen 00 ] [ 80 ] .Screen .l-Screen-root
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@l-Screen-color [ 0000 ] .l-Screen-height [ color 00 ] [ 01 ] .Screen.color
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@l-Screen-height [ 0000 ] [ 0000 ] [ height 00 ] [ 03 ] .Screen.height
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@l-Screen-root
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@l-Screen-width .l-Screen-color .l-Screen-x [ width 00 ] [ 03 ] .Screen.width
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@l-Screen-x [ 0000 ] .l-Screen-y [ x 00 ] [ 03 ] .Screen.x
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@l-Screen-y [ 0000 ] [ 0000 ] [ y 00 ] [ 03 ] .Screen.y
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@l-Sprite [ 0000 ] .l-System [ Sprite 00 ] [ 80 ] .Sprite .l-Sprite-root
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@l-Sprite-addr [ 0000 ] [ 0000 ] [ addr 00 ] [ 03 ] .Sprite.addr
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@l-Sprite-root
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@l-Sprite-color .l-Sprite-addr .l-Sprite-x [ color 00 ] [ 01 ] .Sprite.color
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@l-Sprite-x [ 0000 ] .l-Sprite-y [ x 00 ] [ 03 ] .Sprite.x
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@l-Sprite-y [ 0000 ] [ 0000 ] [ y 00 ] [ 03 ] .Sprite.y
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@l-System [ 0000 ] [ 0000 ] [ System 00 ] [ 80 ] .System .l-System-root
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@l-System-b [ 0000 ] [ 0000 ] [ b 00 ] [ 03 ] .System.b
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@l-System-root
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@l-System-g .l-System-b .l-System-r [ g 00 ] [ 03 ] .System.g
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@l-System-r [ 0000 ] [ 0000 ] [ r 00 ] [ 03 ] .System.r
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