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Start improving sprite movement engine (to do: identify bit flags)
Introduce maskbits N[, S]: optionally shift the bitmask
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@@ -36,8 +36,10 @@ jumptable: MACRO
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ENDM
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maskbits: MACRO
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; masks just enough bits to cover the argument
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; masks just enough bits to cover the first argument
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; the second argument is an optional shift amount
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; e.g. "maskbits 26" becomes "and %00011111" (since 26 - 1 = %00011001)
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; and "maskbits 3, 2" becomes "and %00001100" (since "maskbits 3" becomes %00000011)
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; example usage in rejection sampling:
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; .loop
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; call Random
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@@ -50,7 +52,11 @@ if x + 1 < (\1)
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x = x << 1 | 1
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endc
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endr
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if _NARG == 2
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and x << (\2)
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else
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and x
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endc
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ENDM
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calc_sine_wave: MACRO
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