refactoring: macro for memset, memcpy, mov_word_mem
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@ -1,7 +1,5 @@
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SEG zeropageSegment
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; Generic src/dst copy pointers
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srcPointer DS 2
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dstPointer DS 2
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introDestPtr WORD
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SEG programSegment
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introreset SUBROUTINE
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@ -19,9 +17,9 @@ introreset SUBROUTINE
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; for "GLGPROGRAMS" at the beginning
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ldx #$78
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stx dstPointer
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stx introDestPtr
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ldy #$04
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sty dstPointer + 1
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sty introDestPtr + 1
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; GLGPROGRAMS color
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ldy #$00
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@ -57,29 +55,19 @@ statusIntro0 SUBROUTINE
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and #$f8
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sta $d011
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ldy #0 ; ... clear text line ...
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lda #$80
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.clearLineLoop:
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sta (dstPointer),y
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iny
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cpy #40
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bne .clearLineLoop
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MOV_WORD_MEM dstPointer, introDestPtr
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MEMSET "D", #$80, #40
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clc ; ... move dstPointer to next text line ...
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lda dstPointer
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clc ; ... move introDestPtr to next text line ...
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lda introDestPtr
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adc #40
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sta dstPointer
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lda dstPointer + 1
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sta introDestPtr
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lda introDestPtr + 1
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adc #0
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sta dstPointer + 1
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sta introDestPtr + 1
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ldy #$00 ; ... and copy "GLG Programs" text to next text line
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.glgLoop:
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lda GLGProgramsText,y
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sta (dstPointer),y
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iny
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cpy #200
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bne .glgLoop
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MOV_WORD_MEM dstPointer, introDestPtr
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MEMCPY "D", #GLGProgramsText, #200 ; ... and copy "GLG Programs" text to next text line
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dec introYscroll ; remember that we are one line below
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beq .next ; if we reached the end of the vertical scroll, advance status
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@ -304,13 +292,7 @@ statusIntro4 SUBROUTINE
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cmp #$02
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bne .end
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lda #$80
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ldy #$0
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.loop:
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sta $540,y
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iny
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cpy #200
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bne .loop
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MEMSET #$540, #$80, #200
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lda #ST_INTRO5
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sta status
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@ -426,36 +408,8 @@ statusMenuReset SUBROUTINE
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bne .lastlineColorLoop
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; Print Game Title: big "SNAKE"
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; color first
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MEMSET #$d800, #$02, #150
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; actual "text"
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lda #$00
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sta dstPointer
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lda #$04
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sta dstPointer + 1
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ldx #<SnakeText
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ldy #>SnakeText
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stx srcPointer
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sty srcPointer + 1
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ldy #$00
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.SnakeTitleLoop:
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lda (srcPointer),y
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sta (dstPointer),y
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inc srcPointer
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bne .noinc1
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inc srcPointer + 1
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.noinc1:
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inc dstPointer
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bne .noinc2
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inc dstPointer + 1
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.noinc2:
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lda dstPointer
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cmp #$18
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bne .SnakeTitleLoop
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lda dstPointer + 1
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cmp #$05
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bne .SnakeTitleLoop
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MEMSET #$d800, #$02, #280 ; color
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MEMCPY #$400, #SnakeText, #280 ; text
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; Print website
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lda #<intro2string ; lsb of string address
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101
src/macro.asm
101
src/macro.asm
@ -1,30 +1,101 @@
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SEG zeropageSegment
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ptrDstStart WORD
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ptrDstEnd WORD
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; Generic src/dst copy pointers
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srcPointer WORD
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dstPointer WORD
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dstPointerEnd WORD
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SEG programSegment
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MACRO MEMSET
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IF {1} != "D"
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clc
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lda <{1}
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sta ptrDstStart
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adc <({3} + 1)
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sta ptrDstEnd
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sta dstPointer
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adc <{3}
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sta dstPointerEnd
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lda >{1}
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sta ptrDstStart + 1
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adc >({3} + 1)
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sta ptrDstEnd + 1
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sta dstPointer + 1
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adc >{3}
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sta dstPointerEnd + 1
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ELSE
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clc
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lda dstPointer
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adc <{3}
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sta dstPointerEnd
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lda dstPointer + 1
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adc >{3}
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sta dstPointerEnd + 1
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ENDIF
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lda {2}
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ldy #0
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.loop:
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sta (ptrDstStart),y
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inc ptrDstStart
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sta (dstPointer),y
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inc dstPointer
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bne .skipInc
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inc ptrDstStart + 1
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inc dstPointer + 1
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.skipInc:
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ldx ptrDstStart
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cpx ptrDstEnd
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ldx dstPointer
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cpx dstPointerEnd
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bne .loop
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ldx ptrDstStart + 1
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cpx ptrDstEnd + 1
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ldx dstPointer + 1
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cpx dstPointerEnd + 1
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bne .loop
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ENDM
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SEG zeroPageSegment
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SEG programSegment
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MACRO MEMCPY
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IF {1} != "D"
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clc
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lda <{1}
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sta dstPointer
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adc <{3}
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sta dstPointerEnd
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lda >{1}
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sta dstPointer + 1
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adc >{3}
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sta dstPointerEnd + 1
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ELSE
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clc
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lda dstPointer
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adc <{3}
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sta dstPointerEnd
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lda dstPointer + 1
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adc >{3}
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sta dstPointerEnd + 1
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ENDIF
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lda <{2}
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sta srcPointer
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lda >{2}
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sta srcPointer + 1
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ldy #$0
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.loop:
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lda (srcPointer),y
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sta (dstPointer),y
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inc dstPointer
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bne .skipIncDst
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inc dstPointer + 1
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.skipIncDst:
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inc srcPointer
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bne .skipIncSrc
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inc srcPointer + 1
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.skipIncSrc:
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ldx dstPointer
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cpx dstPointerEnd
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bne .loop
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ldx dstPointer + 1
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cpx dstPointerEnd + 1
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bne .loop
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ENDM
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SEG programSegment
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MACRO MOV_WORD_MEM
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lda {2}
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sta {1}
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lda {2} + 1
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sta {1} + 1
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ENDM
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@ -58,12 +58,12 @@ zeroFillZeroPage:
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lda #ST_INTRO0
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sta status
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; Enable interrupts
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cli
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; Reset screen (and other parameters) to play intro
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jsr introreset
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; Enable interrupts
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cli
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menu SUBROUTINE
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.menu: ; Cycle here until SPACE or `Q` is pressed
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jsr $ffe4 ; GETIN
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