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cube3d with sprites added
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parent
76aeb06c97
commit
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154
examples/cube3d-sprites.p8
Normal file
154
examples/cube3d-sprites.p8
Normal file
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%import c64utils
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~ spritedata $2000 {
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; this memory block contains the sprite data
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; it must start on an address aligned to 64 bytes.
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%option force_output ; make sure the data in this block appears in the resulting program
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ubyte[128] sprites = [
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%00000000,%00000000,%00000000,
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%00000000,%00111100,%00000000,
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%00000000,%11111111,%00000000,
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%00000001,%11111101,%10000000,
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%00000001,%11111111,%10000000,
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%00000011,%11111111,%11000000,
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%00000011,%11111111,%11000000,
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%00000011,%11111111,%11000000,
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%00000001,%11111111,%10000000,
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%00000001,%11111111,%10000000,
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%00000000,%11111111,%00000000,
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%00000000,%00111100,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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0,
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%00000000,%00111110,%00000000,
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%00000000,%11111111,%10000000,
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%00000001,%11111110,%11000000,
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%00000011,%11111111,%01100000,
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%00000011,%11111111,%11100000,
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%00000111,%11111111,%11110000,
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%00000111,%11111111,%11110000,
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%00000111,%11111111,%11110000,
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%00000111,%11111111,%11110000,
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%00000011,%11111111,%11100000,
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%00000011,%11111111,%11100000,
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%00000001,%11111111,%11000000,
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%00000000,%11111111,%10000000,
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%00000000,%00111110,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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0
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]
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}
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~ main {
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const uword width = 255
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const uword height = 200
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; vertices
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byte[8] xcoor = [ -100, -100, -100, -100, 100, 100, 100, 100 ]
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byte[8] ycoor = [ -100, -100, 100, 100, -100, -100, 100, 100 ]
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byte[8] zcoor = [ -100, 100, -100, 100, -100, 100, -100, 100 ]
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; storage for rotated coordinates
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word[len(xcoor)] rotatedx
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word[len(ycoor)] rotatedy
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word[len(zcoor)] rotatedz
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sub start() {
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c64.SPENA = 255 ; enable all sprites
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uword anglex
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uword angley
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uword anglez
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word rz=33
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while(true) {
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c64.TIME_LO=0
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rotate_vertices(msb(anglex), msb(angley), msb(anglez))
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position_sprites()
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anglex-=500
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angley+=217
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anglez+=452
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c64.PLOT(0,0,0)
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c64scr.print("3d cube! (sprites) ")
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c64scr.print_ub(c64.TIME_LO)
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c64scr.print(" jiffies/frame")
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}
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}
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sub rotate_vertices(ubyte ax, ubyte ay, ubyte az) {
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; rotate around origin (0,0,0)
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; set up the 3d rotation matrix values
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word wcosa = cos8(ax) as word
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word wsina = sin8(ax) as word
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word wcosb = cos8(ay) as word
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word wsinb = sin8(ay) as word
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word wcosc = cos8(az) as word
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word wsinc = sin8(az) as word
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word wcosa_sinb = wcosa*wsinb / 128
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word wsina_sinb = wsina*wsinb / 128
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word Axx = wcosa*wcosb / 128
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word Axy = (wcosa_sinb*wsinc - wsina*wcosc) / 128
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word Axz = (wcosa_sinb*wcosc + wsina*wsinc) / 128
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word Ayx = wsina*wcosb / 128
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word Ayy = (wsina_sinb*wsinc + wcosa*wcosc) / 128
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word Ayz = (wsina_sinb*wcosc - wcosa*wsinc) / 128
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word Azx = -wsinb
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word Azy = wcosb*wsinc / 128
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word Azz = wcosb*wcosc / 128
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for ubyte i in 0 to len(xcoor)-1 {
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; don't normalize by dividing by 128, instead keep some precision for perspective calc later
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rotatedx[i] = (Axx*xcoor[i] + Axy*ycoor[i] + Axz*zcoor[i])
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rotatedy[i] = (Ayx*xcoor[i] + Ayy*ycoor[i] + Ayz*zcoor[i])
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rotatedz[i] = (Azx*xcoor[i] + Azy*ycoor[i] + Azz*zcoor[i])
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}
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}
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ubyte[8] spritecolors = [1,1,7,15,12,11,9,9]
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sub position_sprites() {
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; set each of the 8 sprites to the correct vertex of the cube
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; @todo sort vertices to sprite order so the back/front order is correct as well
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for ubyte i in 0 to 7 {
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word zc = rotatedz[i]
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word persp = 300+zc/256
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ubyte sx = rotatedx[i] / persp + width/2 as ubyte + 20
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ubyte sy = rotatedy[i] / persp + height/2 as ubyte + 40
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c64.SPXYW[i] = mkword(sx, sy)
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if(zc < 30*128)
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c64.SPRPTR[i] = $2000/64 +1 ; large ball
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else
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c64.SPRPTR[i] = $2000/64 ; small ball
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c64.SPCOL[i] = spritecolors[zc>>13 as byte + 4] ; further away=darker color
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}
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}
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}
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@ -21,10 +21,6 @@
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uword angley
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uword angley
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uword anglez
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uword anglez
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word rz=33
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word rz=33
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word persp = (rz+200)
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persp = rz / 25
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persp = rz / height
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persp = (rz+200) / height
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while(true) {
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while(true) {
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rotate_vertices(msb(anglex), msb(angley), msb(anglez))
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rotate_vertices(msb(anglex), msb(angley), msb(anglez))
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c64scr.clear_screenchars(32)
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c64scr.clear_screenchars(32)
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@ -71,6 +67,8 @@
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}
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}
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}
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}
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ubyte[6] vertexcolors = [1,7,7,12,11,6]
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sub draw_edges() {
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sub draw_edges() {
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; plot the points of the 3d cube
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; plot the points of the 3d cube
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word persp = (rz+200) / height
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word persp = (rz+200) / height
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byte sx = rotatedx[i] / persp as byte + width/2
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byte sx = rotatedx[i] / persp as byte + width/2
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byte sy = rotatedy[i] / persp as byte + height/2
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byte sy = rotatedy[i] / persp as byte + height/2
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c64scr.setcc(sx as ubyte, sy as ubyte, 46, i+2)
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c64scr.setcc(sx as ubyte, sy as ubyte, 46, vertexcolors[(rz as byte >>5) + 3])
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}
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}
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}
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}
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@ -92,7 +90,7 @@
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word persp = (rz+200) / height
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word persp = (rz+200) / height
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byte sx = rotatedx[i] / persp as byte + width/2
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byte sx = rotatedx[i] / persp as byte + width/2
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byte sy = rotatedy[i] / persp as byte + height/2
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byte sy = rotatedy[i] / persp as byte + height/2
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c64scr.setcc(sx as ubyte, sy as ubyte, 81, i+2)
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c64scr.setcc(sx as ubyte, sy as ubyte, 81, vertexcolors[(rz as byte >>5) + 3])
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}
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}
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}
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}
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}
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}
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109
examples/test.p8
109
examples/test.p8
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sub start() {
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sub start() {
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ubyte ub1
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str s = "hello"
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ubyte ub2
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byte[4] ba
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ubyte ub3
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ubyte ub4
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byte b1
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byte b2
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byte b3
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byte b4
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word w1
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word w2
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word w3
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word w4
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uword uw1
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uword uw2
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uword uw3
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uword uw4
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float f1
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float f2
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float f3
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float f4
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memory ubyte mub1 = $c000
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memory ubyte mub2 = $c000
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memory ubyte mub3 = $c000
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memory ubyte mub4 = $c000
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memory byte mb1 = $c000
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memory byte mb2 = $c000
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memory byte mb3 = $c000
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memory byte mb4 = $c000
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memory word mw1 = $c000
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memory word mw2 = $c000
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memory word mw3 = $c000
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memory word mw4 = $c000
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memory uword muw1 = $c000
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memory uword muw2 = $c000
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memory uword muw3 = $c000
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memory uword muw4 = $c000
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memory float mf1 = $c010
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memory float mf2 = $c020
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memory float mf3 = $c030
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memory float mf4 = $c040
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ub1 = $11
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ub2 = $11
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ub3 = $11
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mub1 = $11
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mub2 = $11
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mub3 = $11
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ub4 = $44
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mub4 = $44
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b1=$11
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b2=$11
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b3=$11
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mb1=$11
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mb2=$11
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mb3=$11
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b4=$44
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mb4=$44
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w1=$1111
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w2=$1111
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w3=$1111
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mw1=$1111
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mw2=$1111
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mw3=$1111
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w4=$4444
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mw4=$4444
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uw1=$1111
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uw2=$1111
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uw3=$1111
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muw1=$1111
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muw2=$1111
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muw3=$1111
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uw4=$4444
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muw4=$4444
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f1 = 12.11
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f1 = 13.11
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f1 = 14.11
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f1 = 15.11
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f1 = 11.11
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f2 = 11.11
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f3 = 11.11
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mf1 = 11.11
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mf2 = 11.11
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mf3 = 11.11
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f4 = 44.44
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mf4 = 44.44
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c64flt.print_f(f1)
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c64.CHROUT('\n')
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c64flt.print_f(f2)
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c64.CHROUT('\n')
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c64flt.print_f(f3)
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c64.CHROUT('\n')
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c64flt.print_f(f4)
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c64.CHROUT('\n')
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c64flt.print_f(mf1)
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c64.CHROUT('\n')
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c64flt.print_f(mf2)
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c64.CHROUT('\n')
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c64flt.print_f(mf3)
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c64.CHROUT('\n')
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c64flt.print_f(mf4)
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c64.CHROUT('\n')
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float x = 33+s
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x = 33+ba
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}
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}
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