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Jan 22nd, 2018
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  1.     ld  a, h        ; a=v (integer part)
  2.     add hl, sp      ; v=v+dv : on hlu, compute u=u+du for fractionnal part
  3.     exx             ; swap
  4.     ld  h, a        ; paste integer v on high byte
  5.     ld  e, (hl)     ; fetch texture at $D3VVUU
  6.     ld  a, (de)     ; fetch lighted color
  7.     adc hl, bc      ; u=u+du (integer part)
  8.     exx             ; swap
  9.     ld  (de), a     ; write the pixel to the framebuffer
  10.     inc de          ; advance next pixel
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