slightly improved instructions
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@ -502,8 +502,11 @@ DrawPattern SUBROUTINE
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ldy .right1
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dey
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dey
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; bpl .loopRight ; unconditional!
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jmp .loopRight ; unconditional!
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IF QR_OVERLAP
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jmp .loopRight
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ELSE
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bpl .loopRight ; unconditional!
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ENDIF
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; } // for right
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.exitDraw
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ENDM
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@ -977,7 +980,11 @@ FormatHi
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; positions of the 15 type information bits
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FormatX1
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.byte 0, 1, 2, 3, 4, 5, 7, 8
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.byte 8, 8, 8, 8, 8, 8, 8
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; ds 7, 8 ; shared
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FormatX2
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ds 7, 8
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.byte QR_SIZE-8, QR_SIZE-7, QR_SIZE-6, QR_SIZE-5
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.byte QR_SIZE-4, QR_SIZE-3, QR_SIZE-2, QR_SIZE-1
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FormatY2
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.byte 0, 1, 2, 3, 4, 5, 6
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; ds 8, QR_SIZE-9 ; shared
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@ -985,10 +992,6 @@ FormatY1
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ds 8, QR_SIZE-9
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.byte QR_SIZE-8, QR_SIZE-6, QR_SIZE-5, QR_SIZE-4
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.byte QR_SIZE-3, QR_SIZE-2, QR_SIZE-1
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FormatX2
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ds 7, 8
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.byte QR_SIZE-8, QR_SIZE-7, QR_SIZE-6, QR_SIZE-5
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.byte QR_SIZE-4, QR_SIZE-3, QR_SIZE-2, QR_SIZE-1
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ENDIF ; /QR_SINGLE_MASK = 0 || QR_DIRECT_DRAW = 0
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BitMask
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@ -12,7 +12,7 @@
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; + optimize single pattern for space
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; x support multiple QR code versions
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; o support multiple QR code levels
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; x try to optimize function pattern (SetPixel)
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; + try to optimize function pattern (SetPixel)
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; x add logo (does NOT work for such small sizes)
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;---------------------------------------------------------------
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@ -58,6 +58,7 @@ QR_SPRITE_GFX = 1 ; display playfield or sprite graphics
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ERR
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ENDIF
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;===============================================================================
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; C O N S T A N T S
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;===============================================================================
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@ -515,14 +516,14 @@ InitDemo SUBROUTINE
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sta NUSIZ0
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sta VDELP1
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ldx #$3f
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ldx #$6f
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stx HMP0
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inx
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stx HMP1
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lda #$a0
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lda #$d0
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sta HMM1
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SLEEP 5
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SLEEP 4
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sta RESM1
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sta RESP0
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@ -811,7 +812,7 @@ _QR_TOTAL SET _QR_TOTAL + . - FunctionModulesData
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QR_CODE_DATA
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.byte " QR Code Generator Demo V0.4 - (C)2021 Thomas Jentzsch "
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.byte " QR Code Generator Demo V0.5 - (C)2021 Thomas Jentzsch "
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; messages MUST NOT be longer than 26 bytes for version 2, level M!
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MessageTbl
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@ -22,16 +22,15 @@ Instructions:
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4. Implement two subroutines:
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- GetPixel: checks the pixel at position x (Y), y (X), returns Z = 1 if not set
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- InvertPixel: inverts the pixel at position x (Y), y (X)
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Note: Both routines MUST NOT change X and Y registers!
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5. Add the macros GEN_QR_CODE and QR_CODE_DATA to your code area
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5. Add message text using the START_MSG, n x ADD_MSG_BYTE, STOP_MSG
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6. Add message text using the START_MSG, n x ADD_MSG_BYTE, STOP_MSG
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6. Set qrPattern to 0..7 (chosing a mask pattern)
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7. Set qrPattern to 0..7 (chosing a mask pattern)
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7. Use the GEN_QR_CODE and QR_CODE_DATA macros
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8. Call the GEN_QR_CODE macro
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9. Draw the generated QR code bitmap
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8. Draw the generated QR code bitmap
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That's all! :)
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