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Zeros(36)->{L1}
For(X,0,36)0->{L1+X}End
Fill(0->{L1},36)
0->{L1}Fill(L1,35)
Zeros(36)→GDB0Z .Add 36 bytes of zeros to the program and store a pointer to it in GDB0ZCopy(GDB0Z,L₁,36) .Copy 36 bytes of data starting at GDB0Z to L1
0→{L₁} .Give the fill a seed value of 0 to copy forwardsFill(L₁,35) .Copy the value pointed to by L₁ (which is 0) ahead for 35 bytes
and 0→{L₁}ʳ .Give the fill a seed value of 0 to copy forwardsFill(L₁,35) .Copy the value pointed to by L₁ (which is 0) ahead for 35 bytes
Can I store 8-bit data and 16-bit data both in {L1}?My sprite x/y coordinates are stored as 8-bit numbers (because 16-bit aren't necessary for that^^) and I what to store the score in {L1+37}, but as a 16-bit number... ( {L1+37^r} )is that possible?I would say yes, or isn't that possible?
Code: (Optimized data filling method) [Select]and 0→{L₁}ʳ .Give the fill a seed value of 0 to copy forwardsFill(L₁,35) .Copy the value pointed to by L₁ (which is 0) ahead for 35 bytes
I can't help but wonder why storing to two bytes is smaller than storing to one byte (as in, 0→{L1}r being smaller than 0→{L1} ). Is it because it doesn't have to limit or something?
What does that mean?