Give Programs/ one rule: a directory per kind, nothing loose
Five .asm files sat at the top of Programs/ beside six directories, with
nothing to say which a new file should join - and hello.asm, which is the
native assembler's first target and named in sixteen places, looked like a
stray.
Programs/
Examples/ what you read to learn: hello, printHello, inputTest,
replCalculator, and Fibonacci, primeSieve and gameOfLife
as sets of their own
Libraries/ included by name, no entry point of their own
Loader/ loader.asm, and the loadable program it reads
CosmOS/ the system, its applications and its assembler
testPrograms/ what 'make test' drives
Loader/ is the one worth explaining. loader.asm is not a demonstration: it
reads a program off a disk, puts the two pieces where the header asks, and
jumps to the entry. CosmOS grew out of it and does the same thing as one of
its commands. It is kept because backward compatibility with the simplest
version of the system is a standing goal, and it was sitting loose next to
the demos as though it were one.
Programs/loadable/ was a directory holding one file called hello.asm - a
third thing of that name, and the name said nothing about why it was there.
It is Loader/loadable.asm now, beside the loader that reads it.
Every reference moved with them: the makefile's program list, twelve
manifest lines, makedisks.sh, native.sh, and four paths across the README
and both manuals. Verified by deleting both build directories and running
the whole suite from nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
This commit is contained in:
co-authored by
Claude Opus 5
parent
6dbb38b209
commit
ccf4b384e1
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; Conway's Game of Life for SplitBit.
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;
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; The visible field is 16x16, surrounded by a permanently dead one-cell border.
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; Each of the 18x18 allocated cells is stored as two adjacent bytes:
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; current state, next state
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; This makes double buffering possible with SplitBit's single Data Pointer.
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;
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; The initial pattern is a glider. ANSI terminal control codes redraw the field
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; in place. Press Ctrl-C to stop the emulator.
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#Include print.asm
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#Program
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start:
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CALL seedGlider
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SETD ClearScreen
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CALL printString
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generationLoop:
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CALL renderBoard
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CALL evolveBoard
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CALL commitBoard
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CALL frameDelay
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BRI generationLoop
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seedGlider:
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; Coordinates in the padded field:
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; .#.
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; ..#
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; ###
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SETD Board
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DPUP 0d42
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INIA 0x01
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STA
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SETD Board
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DPUP 0d80
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STA
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SETD Board
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DPUP 0d112
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STA
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SETD Board
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DPUP 0d114
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STA
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SETD Board
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DPUP 0d116
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STA
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RET
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renderBoard:
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SETD CursorHome
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CALL printString
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SETD Board
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DPUP 0d38
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INIA 0d16
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SETD RowCount
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STA
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SETD Board
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DPUP 0d38
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renderRow:
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PSHD
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INIA 0d16
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SETD ColCount
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STA
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POPD
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renderCell:
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LDA
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BRA renderDead
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INIB 0x23
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OUTB 0x00
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BRI renderCellDone
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renderDead:
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INIB 0x20
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OUTB 0x00
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renderCellDone:
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DPUP 0d02
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PSHD
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SETD ColCount
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LDA
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DECA
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STA
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BRA renderRowDone
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POPD
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BRI renderCell
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renderRowDone:
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POPD
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CALL lineFeed
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DPUP 0d04
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PSHD
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SETD RowCount
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LDA
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DECA
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STA
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BRA renderDone
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POPD
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BRI renderRow
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renderDone:
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POPD
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RET
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evolveBoard:
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SETD Board
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DPUP 0d38
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INIA 0d16
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SETD RowCount
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STA
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SETD Board
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DPUP 0d38
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evolveRow:
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PSHD
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INIA 0d16
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SETD ColCount
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STA
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POPD
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evolveCellLoop:
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CALL evolveCell
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DPUP 0d02
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PSHD
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SETD ColCount
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LDA
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DECA
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STA
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BRA evolveRowDone
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POPD
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BRI evolveCellLoop
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evolveRowDone:
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POPD
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DPUP 0d04
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PSHD
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SETD RowCount
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LDA
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DECA
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STA
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BRA evolveDone
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POPD
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BRI evolveRow
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evolveDone:
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POPD
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RET
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; DP points to the current-state byte of a visible cell.
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evolveCell:
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CALL countNeighbors
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PSHQ
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LDA
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POPB
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; Three neighbors always produces a live cell.
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INIA 0d03
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CCF
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SUB
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BRQ makeAlive
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; Two neighbors preserve the current state.
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INIA 0d02
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CCF
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SUB
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BRQ preserveCell
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makeDead:
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RSTA
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INCD
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STA
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DECD
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RET
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preserveCell:
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LDA
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BRA makeDead
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makeAlive:
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INIA 0x01
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INCD
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STA
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DECD
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RET
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; Return the sum of the eight neighboring current-state bytes in Q.
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; With interleaved cells and an 18-cell row, the relative offsets are:
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; -38, -36, -34, -2, +2, +34, +36, +38.
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countNeighbors:
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RSTA
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DPDN 0d38
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LDB
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CCF
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ADD
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PSHQ
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POPA
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DPUP 0d02
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LDB
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CCF
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ADD
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PSHQ
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POPA
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DPUP 0d02
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LDB
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CCF
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ADD
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PSHQ
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POPA
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DPUP 0d32
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LDB
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CCF
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ADD
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PSHQ
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POPA
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DPUP 0d04
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LDB
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CCF
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ADD
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PSHQ
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POPA
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DPUP 0d32
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LDB
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CCF
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ADD
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PSHQ
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POPA
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DPUP 0d02
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LDB
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CCF
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ADD
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PSHQ
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POPA
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DPUP 0d02
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LDB
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CCF
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ADD
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RET
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; Copy every next-state byte to its adjacent current-state byte.
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; The border's next bytes remain zero, so it stays permanently dead.
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commitBoard:
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SETD Board
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INIA 0d18
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SETD RowCount
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STA
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SETD Board
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commitRow:
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PSHD
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INIA 0d18
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SETD ColCount
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STA
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POPD
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commitCell:
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INCD
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LDA
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DECD
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STA
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DPUP 0d02
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PSHD
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SETD ColCount
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LDA
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DECA
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STA
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BRA commitRowDone
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POPD
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BRI commitCell
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commitRowDone:
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POPD
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PSHD
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SETD RowCount
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LDA
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DECA
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STA
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BRA commitDone
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POPD
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BRI commitRow
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commitDone:
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POPD
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RET
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; Approximately 0.2 seconds at the emulator's nominal 1 MHz rate.
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frameDelay:
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INIA 0xFF
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delayOuter:
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INIB 0xFF
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delayInner:
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DECB
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BRB delayInnerDone
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BRI delayInner
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delayInnerDone:
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DECA
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BRA delayDone
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BRI delayOuter
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delayDone:
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RET
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#Data
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RowCount:
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0x00
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ColCount:
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0x00
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ClearScreen:
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0x1B
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"[2J"
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CursorHome:
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0x1B
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"[H"
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; The emulator zero-fills the remainder of Data Memory. Board names the first
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; byte of a 648-byte logical allocation (18 * 18 * 2).
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Board:
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0x00
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Reference in New Issue
Block a user