.E is 1 if B is a signed 16-bit integer being converted into 32-bit If E and (B<<0 -1->A Else 0->A End .F is to E as D is to B If F and (D<<0 -1->C Else 0->C End B+D->F If B>D and (F<B) or (B<=D and (F<D A+1->A End A+C->E
If Signed B+e^(15)->E If E<B A+1->A End E->B D+e^(15)->E If E<D C+1->C End E->D 0->E->F .comp is the comparison being performed If A comp C and (B comp D) 1->F End If Signed B+e^(15)->E If E<B A-1->A End E->B D+e^15->E If E<D C-1->C End E->D End 0->E End
A long, dark, stone walled tunnel. The only light comes from two GameBoy Colors with backlit screens. On the screens are the smilies you see on Lego Minifigs, and outside the black line and the black dots is a gentle static. One GBC is blueish-teal, the other greenish-teal, and I talk to both of them as I walk down the hall. Suddenly, I'm in a wide open area of ruins, with a bent wrought iron gate creaking on its hinges as it hangs off the tilted brick fence. An enormous roasted turkey with a stick of dynamite in it, all on a suitably sized plate, sits beyond the gate. I awake, and run down to my parent's room, scared beyond anything I had yet experienced.
But wait, that's a bad Idea, because Axe's L1 is SaveSScreen, a set of 768 bytes that the OS dumps the screen into on an APD, and Axe's variables are located at the very end of L1.