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update lovebyte TODO
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demos/lovebyte2023/TODO
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70
demos/lovebyte2023/TODO
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deadline: thurs 9 feb 6pm EDT
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128B and higher count disk header
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categories:
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1k old/new
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512B bootsector
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256 old/high/fantasy
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128 old/high/fantasy
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64 old/high
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32
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16 actual
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256B game
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256B executable graphic
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CGA 32x32
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Apple II:
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32:
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hgr/transitions/ooze32 32-byte
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hgr/shape_table/line32 32-byte interesting pattern
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hgr/shape_table/square_wave 33-byte (odd)
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64:
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gr/parallax/boxes 62-byte (cool)
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hgr/parallax/boxes.s 69-byte (boring)
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hgr/shape_table/apple2.s 63-byte apple2 logo (so-so)
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128:
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hgr/transitions/rectangle 139-byte (??)
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gr/parallax/large 111-byte dir-switching parallax
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gr/parallax/par 127-byte parallax scrolling
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hgr/parallax/par 139-byte hires-parallax (boring)
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hgr/parallax/wierd2 118-byte oddly compelling
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hgr/parallax/sier 120-bytes sierpinski parallax
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hgr/shape_table/pattern_logo.s 125-bytes (so-so)
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hgr/shape_table/gear.s 138-byte gears (cool, good with music?)
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gr/sprite/stars_128.s 133-byte bouncing stars (cool) (heart?)
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256
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aiibot/lemm.bas 251-byte (cool) lemming animation
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dsr logo both/gears/dsr_bot.s 133-bytes (spinning dsr)
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a2 bot both/gears/a2_bot.s 140-bytes (][ with animated bg)
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gr/particle/particle_bot 140-byte particle effect
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targeting computer
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256 -- procedural graphics
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planet_lores?
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TODO: image stuff but raw hex bytes instead of text
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ARM/Linux:
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ray-marcher textmode
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Atari 2600:
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parallax scroll?
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game?
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@ -48,7 +48,7 @@ RESTORE = $FF3F
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tiny_xdraw:
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.byte $0A ; scale at $E7 (also harmless asl)
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; .byte $0A ; scale at $E7 (also harmless asl)
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jsr HGR2 ; Hi-res, full screen ; 3
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; Y=0, A=0 after this call
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@ -63,7 +63,21 @@ tiny_xdraw:
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; ldy #0
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; ldx #100
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; lda #100
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; jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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; we really have to call this, otherwise it won't run
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; on some real hardware
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; getting GBASH between $40-$5F might actually be enough
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; dey
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; tya
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; lda #$40
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; sta GBASH
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jsr HPOSN ; set screen position to X= (y,x) Y=(a)
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; saves X,Y,A to zero page
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; after Y= orig X/7
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; A and X are ??
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@ -75,10 +89,12 @@ tiny_loop:
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ldy #$e8
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ldx #$0e
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; tay
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; ROT in A
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; this will be 0 2nd time through loop, arbitrary otherwise
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lda #1 ; ROT=1
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lda #2 ; ROT=1
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jsr XDRAW0 ; XDRAW 1 AT X,Y
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; Both A and X are 0 at exit
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; Z flag set on exit
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