corrected typos, thanks jackk!

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sejo 2021-07-27 21:47:55 -05:00
parent c83dcfb0ef
commit 116b1ecd14
1 changed files with 7 additions and 7 deletions

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@ -228,15 +228,15 @@ remember: you can use the F1 key to switch between different zoom levels.
take a look at the representation of the stack: if you didn't change the values i suggested above, you'll the the following numbers at the top left:
``` 25 e5 0c
[25] e5 0c
``` 2c e5 0c
[2c] e5 0c
```
what are these numbers?
25e5 is the short we assigned to the blue components of the system colors, and 0c is the i/o address of the short corresponding to .System/b ! (can you say what are the numerical addresses of each of the color components in the system device?)
2ce5 is the short we assigned to the blue components of the system colors, and 0c is the i/o address of the short corresponding to .System/b ! (can you say what are the numerical addresses of each of the color components in the system device?)
we can think of the highlight in the leftmost 25, as an arrow pointing leftwards to the "top" of the stack. it current position implies that the stack is empty, as there are no more elements to its left.
we can think of the highlight in the leftmost 2c, as an arrow pointing leftwards to the "top" of the stack. it current position implies that the stack is empty, as there are no more elements to its left.
note that the stack memory is not erased when taking elements out of it, what changes is the value of the address that points to its top.
@ -1116,11 +1116,11 @@ using SFT:
and use any of them to calculate the center:
```
.Screen/width DEI2 HALF .Screen/x DEO2
.Screen/height DEI2 HALF .Scren/y DEO2
.Screen/width DEI2 HALF2 .Screen/x DEO2
.Screen/height DEI2 HALF2 .Screen/y DEO2
```
not that the HALF2 macro using SFT2 would require one byte less than the one using DIV2. this may or may not be important depending on your priorities :)
note that the HALF2 macro using SFT2 would require one byte less than the one using DIV2. this may or may not be important depending on your priorities :)
## drawing sprites in specific positions