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re-add some deleted comments
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@ -2,6 +2,72 @@
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;(c) 2020 by 4am & qkumba
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;
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; The screen is separated into 48 boxes.
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; Boxes are laid out in a grid, left-to-right, top-down:
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;
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; 0 1 2 3 4 5 6 7
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; 8 9 10 11 12 13 14 15
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; 16 17 18 19 20 21 22 23
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; 24 25 26 27 28 29 30 31
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; 32 33 34 35 36 37 38 39
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; 40 41 42 43 44 45 46 47
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;
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; Each box is 70x32 pixels, so each row of each box is 5 consecutive
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; bytes in main memory and another 5 in auxiliary memory, all of which
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; are easy to find once you calculate the base address for that row.
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;
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; |BoxInitialStages| defines the initial grid of stages for each box.
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; Each stage is used an index into the |StagesHi| array
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; to find the drawing routine for that stage (if any).
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; Each box's stage is incremented after each iteration through the main loop.
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; When the main loop iterates through all 48 boxes without drawing anything,
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; the program exits.
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;
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; There are 16 clear routines that set certain bits to 0 (black),
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; labeled clear00..clear0F. clear00 clears the inner-most box, and
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; clear0F clears the outermost box (see diagram).
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; There are 16 copy routines that copy certain bits from the source
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; image on page 2 to the destination image on page 1, labeled copy00..copy0F.
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;
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; row| pixels
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; ---+---------------------------------------
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; 00 |FFFFFFF|FFFFFFF|FFFFFFF|FFFFFFF|FFFFFFF
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; 01 |FEEEEEE|EEEEEEE|EEEEEEE|EEEEEEE|EEEEEEF
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; 02 |FEDDDDD|DDDDDDD|DDDDDDD|DDDDDDD|DDDDDEF
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; 03 |FEDCCCC|CCCCCCC|CCCCCCC|CCCCCCC|CCCCDEF
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; 04 |FEDCBBB|BBBBBBB|BBBBBBB|BBBBBBB|BBBCDEF
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; 05 |FEDCBAA|AAAAAAA|AAAAAAA|AAAAAAA|AABCDEF
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; 06 |FEDCBA9|9999999|9999999|9999999|9ABCDEF
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; 07 |FEDCBA9|8888888|8888888|8888888|9ABCDEF
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; ---+-------+-------+-------+-------+-------
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; 08 |FEDCBA9|8777777|7777777|7777778|9ABCDEF
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; 09 |FEDCBA9|8766666|6666666|6666678|9ABCDEF
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; 0A |FEDCBA9|8765555|5555555|5555678|9ABCDEF
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; 0B |FEDCBA9|8765444|4444444|4445678|9ABCDEF
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; 0C |FEDCBA9|8765433|3333333|3345678|9ABCDEF
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; 0D |FEDCBA9|8765432|2222222|2345678|9ABCDEF
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; 0E |FEDCBA9|8765432|1111111|2345678|9ABCDEF
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; 0F |FEDCBA9|8765432|1000001|2345678|9ABCDEF
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; ---+-------+-------+-------+-------+-------
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; 10 |FEDCBA9|8765432|1000001|2345678|9ABCDEF
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; 11 |FEDCBA9|8765432|1111111|2345678|9ABCDEF
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; 12 |FEDCBA9|8765432|2222222|2345678|9ABCDEF
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; 13 |FEDCBA9|8765433|3333333|3345678|9ABCDEF
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; 14 |FEDCBA9|8765444|4444444|4445678|9ABCDEF
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; 15 |FEDCBA9|8765555|5555555|5555678|9ABCDEF
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; 16 |FEDCBA9|8766666|6666666|6666678|9ABCDEF
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; 17 |FEDCBA9|8777777|7777777|7777778|9ABCDEF
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; ---+-------+-------+-------+-------+-------
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; 18 |FEDCBA9|8888888|8888888|8888888|9ABCDEF
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; 19 |FEDCBA9|9999999|9999999|9999999|9ABCDEF
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; 1A |FEDCBAA|AAAAAAA|AAAAAAA|AAAAAAA|AABCDEF
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; 1B |FEDCBBB|BBBBBBB|BBBBBBB|BBBBBBB|BBBCDEF
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; 1C |FEDCCCC|CCCCCCC|CCCCCCC|CCCCCCC|CCCCDEF
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; 1D |FEDDDDD|DDDDDDD|DDDDDDD|DDDDDDD|DDDDDEF
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; 1E |FEEEEEE|EEEEEEE|EEEEEEE|EEEEEEE|EEEEEEF
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; 1F |FFFFFFF|FFFFFFF|FFFFFFF|FFFFFFF|FFFFFFF
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;
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!ifndef USES_CLEAR {
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; if an effect doesn't use any clear stages, you can reduce code size
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; by setting USES_CLEAR=0 before including this file
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