Programs: Improved the 3d rendering code but this yielded only a marginal increase in fps
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a031119272
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@ -23,47 +23,40 @@ MOV $>DATA_START,%R0l
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MOV $<DATA_START,%R0h
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MOV $<DATA_START,%R0h
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MOV $0x001A,%R7l
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MOV $0x001A,%R7l
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MOV $0x0000,%R7h #The number of points (x2 lines)
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MOV $0x0000,%R7h #The number of points (x2 lines)
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MOV $0x0001,%R6l
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MOV $0x0000,%R6h #constant 1
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MOV $0x0004,%R5l
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MOV $0x0004,%R5l
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MOV $0x0000,%R5h #Constant 4
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MOV $0x0000,%R5h #Constant 4
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MOV $0x0008,%R2l
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MOV $0x0000,%R2h #Constant 8
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MOV $0x3e4c,%R6h
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MOV $0xcccd,%R6l #The angle to rotate by
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:SPIN_LOOP
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:SPIN_LOOP
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#Read in a point R1:x R2:y R3:z
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#Read in a point R1:x R3:z
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MOV (%R0),%R1
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MOV (%R0),%R1
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ADD %R5,%R0
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ADD %R2,%R0
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MOV (%R0),%R2
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ADD %R5,%R0
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MOV (%R0),%R3
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MOV (%R0),%R3
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MOV $0x3e4c,%R4h
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MOV %R6,%R4
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MOV $0xcccd,%R4l #The angle to rotate by
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COS %R4
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COS %R4
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PUSH %R1
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PUSH %R1
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FMUL %R4, %R1
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FMUL %R4, %R1
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MOV $0x3e4c,%R4h
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MOV %R6,%R4
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MOV $0xcccd,%R4l #The angle to rotate by
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SIN %R4
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SIN %R4
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FMUL %R3,%R4
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FMUL %R3,%R4
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FADD %R4,%R1
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FADD %R4,%R1
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SUB %R5,%R0
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SUB %R2,%R0
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SUB %R5,%R0
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MOV %R1,(%R0)
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MOV %R1,(%R0)
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ADD %R5,%R0
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ADD %R2,%R0
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ADD %R5,%R0
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MOV %R6,%R4
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MOV $0x3e4c,%R4h
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MOV $0xcccd,%R4l #The angle to rotate by
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SIN %R4
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SIN %R4
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POP %R1
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POP %R1
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FMUL %R4,%R1
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FMUL %R4,%R1
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MOV $0x3e4c,%R4h
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MOV %R6,%R4
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MOV $0xcccd,%R4l #The angle to rotate by
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COS %R4
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COS %R4
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FMUL %R4,%R3
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FMUL %R4,%R3
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FSUB %R1,%R3
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FSUB %R1,%R3
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MOV %R3,(%R0)
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MOV %R3,(%R0)
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ADD %R5,%R0
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ADD %R5,%R0
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SUB %R6,%R7
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DEC %R7
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JMP,NZ $SPIN_LOOP
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JMP,NZ $SPIN_LOOP
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@ -72,8 +65,6 @@ MOV $>DATA_START,%R0l
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MOV $<DATA_START,%R0h
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MOV $<DATA_START,%R0h
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MOV $0x000D,%R7l
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MOV $0x000D,%R7l
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MOV $0x0000,%R7h
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MOV $0x0000,%R7h
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MOV $0x0001,%R6l
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MOV $0x0000,%R6h
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MOV $0x0004,%R5l
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MOV $0x0004,%R5l
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MOV $0x0000,%R5h
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MOV $0x0000,%R5h
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MOV $0xFFFC,%R4l
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MOV $0xFFFC,%R4l
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@ -81,60 +72,53 @@ MOV $0x00FF,%R4h
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MOV $0x0002,%R1l
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MOV $0x0002,%R1l
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MOV $0x0000,%R1h #Clear the frame
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MOV $0x0000,%R1h #Clear the frame
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MOV %R1,(%R4)
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MOV %R1,(%R4)
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MOV $0x3f80,%R6h
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MOV $0x0000,%R6l
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MOV $0xFFFC,%R4l
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MOV $0x00FF,%R4h
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:RENDER_LOOP
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:RENDER_LOOP
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MOV $0xFFFF,%R1l
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MOV $0xFFFF,%R1l
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MOV $0xFFFF,%R1h
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MOV $0xFFFF,%R1h
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MOV %R1,(%R4)
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MOV %R1,(%R4)
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#Read in a point R1:x R2:y R3:z
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#Read in a point R1:x R2:y R3:z
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MOV $0x3f4c,%R4h #0.8
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MOV $0xcccd,%R4l
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MOV (%R0),%R1
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MOV (%R0),%R1
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ADD %R5,%R0
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ADD %R5,%R0
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MOV (%R0),%R2
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MOV (%R0),%R2
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ADD %R5,%R0
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ADD %R5,%R0
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MOV (%R0),%R3
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MOV (%R0),%R3
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ADD %R5,%R0
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ADD %R5,%R0
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FSUB %R4,%R1
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FSUB %R6,%R1
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FSUB %R4,%R2
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FSUB %R6,%R2
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MOV $0x3f80,%R4h
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FADD %R6,%R3
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MOV $0x0000,%R4l
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FADD %R6,%R3
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FADD %R4,%R3
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FADD %R6,%R1
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FADD %R4,%R3
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FADD %R6,%R2
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FADD %R4,%R1
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FADD %R4,%R2
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FDIV %R3,%R1
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FDIV %R3,%R1
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FDIV %R3,%R2
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FDIV %R3,%R2
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MOV $0xFFFC,%R4l
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MOV $0x00FF,%R4h
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MOV %R1,(%R4)
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MOV %R1,(%R4)
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MOV %R2,(%R4)
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MOV %R2,(%R4)
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MOV $0x3f4c,%R4h #0.8
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MOV $0xcccd,%R4l
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MOV (%R0),%R1
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MOV (%R0),%R1
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ADD %R5,%R0
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ADD %R5,%R0
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MOV (%R0),%R2
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MOV (%R0),%R2
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ADD %R5,%R0
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ADD %R5,%R0
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MOV (%R0),%R3
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MOV (%R0),%R3
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ADD %R5,%R0
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ADD %R5,%R0
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FSUB %R4,%R1
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FSUB %R6,%R1
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FSUB %R4,%R2
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FSUB %R6,%R2
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MOV $0x3f80,%R4h
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FADD %R6,%R3
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MOV $0x0000,%R4l
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FADD %R6,%R3
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FADD %R4,%R3
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FADD %R6,%R1
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FADD %R4,%R3
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FADD %R6,%R2
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FADD %R4,%R1
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FADD %R4,%R2
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FDIV %R3,%R1
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FDIV %R3,%R1
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FDIV %R3,%R2
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FDIV %R3,%R2
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MOV $0xFFFC,%R4l
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MOV $0x00FF,%R4h
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MOV %R1,(%R4)
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MOV %R1,(%R4)
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MOV %R2,(%R4)
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MOV %R2,(%R4)
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SUB %R6,%R7
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DEC %R7
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JMP,NZ $RENDER_LOOP
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JMP,NZ $RENDER_LOOP
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MOV $0x0003,%R1l
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MOV $0x0003,%R1l
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MOV $0x0000,%R1h #Display the frame
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MOV $0x0000,%R1h #Display the frame
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