Remove 'test-programs' dir
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@ -1,18 +0,0 @@
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;; test addition and substraction
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; with direct addressing...
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LDA $FE
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ADD $01 ; $FF
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ADD $01 ; $00 + CF=1
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ADD $01 ; $01 + CF=0
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SUB $01 ; $00 + CF=0
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SUB $01 ; $FF + CF=1
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; and with indirect...
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LDA $01
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STO $00
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LDA $FE
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ADD ($00) ; $FF
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ADD ($00) ; $00 + CF=1
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ADD ($00) ; $01 + CF=0
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SUB ($00) ; $00 + CF=0
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SUB ($00) ; $00 + CF=1
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END
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@ -1,6 +0,0 @@
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;; Test constants
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#foo $01
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#bar $02
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ADD #foo
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STO #bar
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STO (#bar)
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@ -1,69 +0,0 @@
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; Routine for drawing at (x, y) coordinates
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#zeroflag 1
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; *** Set your desired (x, y) here: ***
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#input_x 2
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#input_y 2
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; Set up some handy shortcuts
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#x $FA
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#y $FB
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#return_addr_ptr $FE
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; Main:
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LDA #input_x
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STO #x
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LDA #input_y
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STO #y
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LDA * 6 ; acc = current address + 6 (LDA, STO, JMP = 6)
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STO #return_addr_ptr
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JMP @getxy
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LDA $FF
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STO ($FD)
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END
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;; Convert a pair of (x, y) coords
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;; to the address of a pixel on the display
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;;
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;; Call with:
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;; - x in #x
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;; - y in #y
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;; - return address in #return_addr_ptr
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;;
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;; Returns: pixel address in $FD
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@getxy
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#gxy_px $FD
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; stash x...
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LDA (#x)
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STO #gxy_px
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; check if this is row 0...
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LDA (#y)
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FHP #zeroflag
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JMP @getxy_loop
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JMP (#return_addr_ptr) ; if row 0, we're done
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@getxy_loop
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LDA (#gxy_px)
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ADD 5 ; add 5 to get to the next row
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STO #gxy_px
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LDA (#y) ; decrement y (it's acting as a loop counter)...
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SUB 1
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STO #y
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FHP #zeroflag
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JMP @getxy_loop
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JMP (#return_addr_ptr)
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;; Main variables:
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;; F8
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;; F9
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;; FA - x coord
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;; FB - y coord
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;; FC - gxy temp
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;; FD - gxy temp
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;; FE - Return address for subroutine
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@ -1,26 +0,0 @@
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;; Fill display with $FF
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; updated for 5x5 display
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#Zero 1
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#px_ptr $F0
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#fill $F1
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; Initialize variables...
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LDA $00 ; (Address for the first px on the display)
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STO #px_ptr ; Pointer to current px
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LDA $FF ; ($FF is 'on', $00 is 'off')
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STO #fill ; Stash value to fill with
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@paint
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LDA (#fill) ; (A = mem[fill] = $FF)
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STO (#px_ptr); Paint pixel (mem[mem[*px]] = A = $FF)
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LDA (#px_ptr) ; Increment pixel pointer...
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ADD $01
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STO #px_ptr
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LDA (#px_ptr) ; Test whether to loop or not...
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SUB $19 ; if *px - $19 == 0, we've reached the end
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FHP #Zero
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JMP @paint
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END
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@ -1,10 +0,0 @@
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;; test FHP and FTG for carry
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ADD $FF ; Acc = $FF
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FHP 0 ; shouldn't hop (CF = 0)
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ADD 2 ; Acc = $01 and CF = 1
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FHP 0 ; hop! (CF = 1)
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END
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SUB 1 ; Acc = $00, CF = 0
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SUB 1 ; Acc = $FF, CF = 1
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FTG 0 ; CF = 0
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END
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@ -1,36 +0,0 @@
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;; test overflow flag
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; https://www.righto.com/2012/12/the-6502-overflow-flag-explained.html
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LDA $50
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ADD $10 ; CF, OF: 0 0
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LDA $50
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ADD $50 ; CF, OF: 0 1
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LDA $50
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ADD $90 ; CF, OF: 0 0
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LDA $50
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ADD $D0 ; CF, OF: 1 0
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LDA $D0
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ADD $10 ; CF, OF: 0 0
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LDA $D0
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ADD $50 ; CF, OF: 1 0
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LDA $D0
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ADD $90 ; CF, OF: 1 1
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LDA $D0
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ADD $D0 ; CF, OF: 1 0
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LDA $50
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SUB $F0 ; CF, OF: 1 0
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LDA $50
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SUB $B0 ; CF, OF: 1 1
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LDA $50
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SUB $70 ; CF, OF: 1 0
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LDA $50
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SUB $30 ; CF, OF: 0 0
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LDA $D0
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SUB $F0 ; CF, OF: 1 0
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LDA $D0
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SUB $B0 ; CF, OF: 0 0
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LDA $D0
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SUB $70 ; CF, OF: 0 1
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LDA $D0
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SUB $30 ; CF, OF: 0 0
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@ -1,10 +0,0 @@
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;; test jumping to a label
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ADD 15
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ADD 10 ; should set CF
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JMP @end
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ADD 1
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ADD 2
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ADD 3
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@end
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END
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@ -1,30 +0,0 @@
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;; Test keypad input
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;; 2023-08-16
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; The latest keypress is shown in the top left corner of the display.
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; A loop counter is shown in the top right corner; the program ends when it reaches zero.
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; (For a 4x4 display.)
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#LOOPCOUNT $80
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#Z 1 ; the zero flag is #1
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#keypad $20 ; magic memory location containing latest key pressed
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#loopIter $FF ; address of loop iterator
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#iterPx $03 ; where to display iterator
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#keyPx $00 ; where to display key
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LDA #LOOPCOUNT
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STO #loopIter
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@loop
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LDA (#loopIter)
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STO #iterPx ; display loop iterator
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LDA (#keypad)
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STO #keyPx ; display latest keypress
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LDA (#loopIter)
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SUB 1
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STO #loopIter
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FTG #Z
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FHP #Z
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END
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JMP @loop
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@ -1,37 +0,0 @@
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;; Conway's Game of Life
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; n loewen & Elizabeth Pankratz
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; 2023-08-23 -
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; Flag numbers for easier reference
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#Carry 0
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#Zero 1
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#live_colour $FF
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#dead_colour $00
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#top_left $00
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#top_right $04
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#bot_left $14
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#bot_right $18
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#px_ptr $00
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#live_neighbours_ptr $FF
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; start of code
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* $1D
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@loop
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LDA (#px_ptr)
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; do something...
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; increment pixel pointer
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LDA (#px_ptr)
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STA #px_ptr
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JMP @loop
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@check_for_tl_corner
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LDA (#px_ptr)
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; choose a memory location to stash result. 0=false, 1=true
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HOP
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@ -1,164 +0,0 @@
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; Draw a pixel, and move it when a key is pressed
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; 2023-08-26
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#flagZ 1
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#flagN 2
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#keypad $1B ; contains latest key pressed
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; Starting (x, y) coordinates
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#input_x 0
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#input_y 0
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; Some handy shortcuts
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#x $FA
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#y $FB
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#px_addr $FD ; holds return value from @xy2id
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#return_addr_ptr $FE
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; Main variables:
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; F8
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; F9 - xy2id temp
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; FA - x coord
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; FB - y coord
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; FC - xy2id temp
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; FD - xy2id return value / xy2id temp
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; FE - Return address for subroutine
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@setup
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LDA #input_x
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STO #x
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LDA #input_y
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STO #y
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LDA @update
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STO #return_addr_ptr
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JMP @xy2id
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@update
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; draw pixel
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LDA $FF
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STO (#px_addr)
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; determine direction
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#up 5
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#left 7
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#down 8
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#right 9
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; test up
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lda (#keypad)
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sub #up
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ftg #flagZ
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fhp #flagZ
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jmp @up
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; test left
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lda (#keypad)
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sub #left
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ftg #flagZ
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fhp #flagZ
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jmp @left
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; test right
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lda (#keypad)
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sub #right
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ftg #flagZ
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fhp #flagZ
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jmp @right
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; test down
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lda (#keypad)
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sub #down
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ftg #flagZ
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fhp #flagZ
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jmp @down
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;; no key pressed...
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jmp @stay_put
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@up
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lda (#y)
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sub 1
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ftg #flagN
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fhp #flagN
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jmp @stay_put
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sto #y
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jmp @xy2id
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@left
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lda (#x)
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sub 1
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ftg #flagN
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fhp #flagN
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jmp @stay_put
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sto #x
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jmp @xy2id
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@right
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lda (#x)
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sub 4
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ftg #flagZ
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fhp #flagZ
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jmp @stay_put
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lda (#x)
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add 1
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sto #x
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jmp @xy2id
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@down
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lda (#y)
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sub 4
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ftg #flagZ
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fhp #flagZ
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jmp @stay_put
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lda (#y)
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add 1
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sto #y
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jmp @xy2id
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@stay_put
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; draw pixel
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LDA $FF
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STO (#px_addr)
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; TODO
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; END
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;; Convert a pair of (x, y) coords
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;; to the address of a pixel on the display
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;;
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;; Call with:
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;; - x in #x
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;; - y in #y
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;; - return address in #return_addr_ptr
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;;
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;; Returns:
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;; - pixel address in #px_addr
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@xy2id
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; stash x, y...
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#xy2id_y $FC
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#xy2id_x $F9
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LDA (#y)
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STO #xy2id_y
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LDA (#x)
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STO #xy2id_x
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STO #px_addr
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; check if this is row 0...
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LDA (#xy2id_y)
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FHP #flagZ
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JMP @xy2id_loop
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JMP (#return_addr_ptr) ; if row 0, we're done
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@xy2id_loop
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LDA (#px_addr)
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ADD 5 ; add 5 to get to the next row
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STO #px_addr
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LDA (#xy2id_y) ; decrement y (it's acting as a loop counter) ...
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SUB 1
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STO #xy2id_y
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FHP #flagZ
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JMP @xy2id_loop
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JMP (#return_addr_ptr)
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@ -1,6 +0,0 @@
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;; test NOP
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ADD $01
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NOP
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NOP
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NOP
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END
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@ -1,17 +0,0 @@
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;; Test referencing address of line being assembled
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* 30
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NOP ; Push the const below to a later address
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#initAddr *
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LDA *
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STO $25
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FHP 0 ; hop if carry set
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JMP @setCarry
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LDA #initAddr
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END
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@setCarry
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FTG 0
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JMP ($25)
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@ -1,8 +0,0 @@
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;; test re-locating display memory
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LDA $10
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STO $20 ; change pointer-to-display-memory to $10
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STO $10
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STO $11
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STO $12
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STO $13
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END
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@ -1,73 +0,0 @@
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;; sketching around subroutines with return stack
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; I think the sketching below contains some useful ideas,
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; but the new `*ADDR` assembly op should make this a whole lot simpler
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; sketches follow ..........
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; jump table
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; ----------
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; each function has a label
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; and you can get to it with `JMP @label`
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; ...but you can't push a label onto a stack
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; so instead we give each function a number
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; and stash that number in $24 when jumping to a subroutine
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; then when the subroutine ends, it jumps here
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; where that number gets mapped back onto the function's label
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=*reentryPoint
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=routine1 $1
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lda =routine1
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sto $19 ; contains ID # for the next fn to jump to
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@jump_table
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hop $1
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jmp @jt2
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jmp @example_computation
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@jt2
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hop $2
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; jmp @jt3
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nop
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; etc …
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jmp @end
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@example_computation
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lda 5
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sto $20
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lda 3
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sto $21
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; $19 still has the # for this routine
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; but let’s pretend it doesn’t and demonstrate updating it
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lda $1
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sto $19
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jmp @greater?
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; call with numbers to test in $20 and $21
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; result is stored in acc
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@greater?
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; lda ($20)
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; sub ($21)
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; todo…
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; wouldn’t it be great to have a “hop if neg” op…
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; do we have to just subtract numbers until we get 0?
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; no!
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; here’s an approach that’s at least better than that
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lda ($21)
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sto $22 ; stash
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@loop
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lda ($21)
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sub $1
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sto $22 ; stash
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sub ($20)
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hop $0
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jmp @loop
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sto $1
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jmp $jmp_table
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; ok this isn’t quite it… we also need to chexk if we hit 0 by just deceementinf and if so retuen 0
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@end
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END
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