XXIIVV

We'll begin with drawing a pixel, from which lines, letters, shapes and other primitives can be derived.

(WORK IN PROGRESS--)

@draw-pixel ( -- )
	#0010 .Screen/x DEO2   a000 1080 2837
	#0020 .Screen/y DEO2   a000 2080 2a37
	#01 .Screen/pixel DEO  a001 2e17
JMP2r

One of the many things that Plan 9 has made quite clear to me, was that interface design can be fun. An easy access to a pixel buffer makes all the difference for fostering an ecosystem of personalized applications.

The Famicom's picture processing unit uses little 8x8 tiles, which fit neatly in 8 bytes of memory, where each byte is a row, and each monochromatic pixel is a bit. This tile size is small enough that someone with a pen and paper could mentally decipher its content, and large enough to contain a letter or a pictogram.

@draw-heart ( -- )
	#0010 .Screen/x DEO2   a000 1080 2837
	#0020 .Screen/y DEO2   a000 2080 2a37
	;heart-icn .Screen/addr DEO2 a001 2e80 2c37
	#01 .Screen/sprite DEO  a001 2e17
JMP2r

@heart-icn
	006c fefe 7c38 1000

The Neo Geo's graphics processor assembles tiles into larger sprites by drawing them in a sequence, either vertically or horizontally.

We can draw a 2x2 picture by sending a single extra drawing instruction for the bottom row of the picture, we can leverage this sprite drawing system to draw larger real-time graphics with very little boilerplate and change in bytecode size.

@draw-smile ( -- )
	#0010 .Screen/x DEO2   a000 1080 2837
	#0020 .Screen/y DEO2   a000 2080 2a37
	;smile-icns .Screen/addr DEO2 a001 3780 2c37
	#16 .Screen/auto DEO a016 2617
	#01 .Screen/sprite DEOk DEO a001 2f97 17
JMP2r

@smile-icns
	( first row )
	0007 1820 2040 4044 00e0 1804 0402 0222
	( second row ) 
	4040 4423 2018 0700 0202 22c4 0418 e000