- Open CEmu
- Go to desired token in the catalog
- [Stop] and set a breakpoint at the destination of 020ED8
- [Run] and press Enter
- [Step Over] until BC changes
- BC contains the token code
- To repeat just
- Remove the old breakpoint
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CEDEV ?= .. | |
BIN = $(CEDEV)\bin | |
INCLUDE = $(CEDEV)\include | |
WORKDIR ?= src | |
OUTDIR ?= src | |
TARGET ?= template | |
CC = @wine "$(BIN)\eZ80cc" | |
LD = @wine "$(BIN)\eZ80link" |
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call AbsDE | |
ld hl, OP1 | |
jp m, Positive | |
ld (hl), $1a | |
inc hl | |
Positive: | |
ex de, hl | |
push hl | |
push af | |
inc sp |
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CEDEV ?= .. | |
BIN = $(CEDEV)\bin | |
INCLUDE = $(CEDEV)\include | |
WORKDIR ?= src | |
OUTDIR ?= src | |
TARGET ?= template | |
CC = "$(BIN)\eZ80cc" | |
LD = "$(BIN)\eZ80link" |
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#Change 'template' to the name of your program | |
TARGET ?= template | |
#Change ICONC to "ICON" to include a custom icon, and "NICON" to not use an icon | |
ICONC ?= NICON | |
DESCRIPTION ?= "Template C Program" | |
empty := | |
space := $(empty) $(empty) | |
comma := , |
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NOP ; 00 | |
LD BC,$0000 ; 01 $0000 | |
LD (BC),A ; 02 | |
INC BC ; 03 | |
INC B ; 04 | |
DEC B ; 05 | |
LD B,$00 ; 06 $00 | |
RLCA ; 07 | |
EX AF,AF' ; 08 | |
ADD HL,BC ; 09 |
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Line: | |
ld iy,-1 | |
add iy,sp | |
ld hl,(iy+4) ; hl = x1 | |
ld c,(iy+7) ; c = y1 | |
ld de,(iy+10) ; de = x2 | |
ld b,(iy+13) ; b = y2 | |
ex.s de,hl ; de = x1, hl = x2 | |
ld a,c | |
sbc a,b |
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void ShiftUp(unsigned amt) { | |
char *dst = currDrawingBuff + xmin + ymin * lcdWidth; | |
char *src = dst + amt * lcdWidth; | |
unsigned times = ymax - ymin - amt; | |
do { | |
ldir(dst, src, xmax - xmin); | |
dst += lcdWidth; | |
src += lcdWidth; | |
} while (--times); | |
} |
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;------------------------------------------------------------------------------- | |
_ShiftLeft: | |
; Shifts whatever is in the clip left by some pixels | |
; Arguments: | |
; arg0 : Amount to shift by | |
; Returns: | |
; None | |
.db $F6 | |
;------------------------------------------------------------------------------- |
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;------------------------------------------------------------------------------- | |
_GetSprite: | |
; Grabs the data from the current draw buffer and stores it in another buffer | |
; Arguments: | |
; arg0 : Pointer to storage buffer | |
; arg1 : X Coord | |
; arg2 : Y Coord | |
; Returns: | |
; Pointer to resultant sprite | |
ld iy,0 |
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