anchor.diff:      swap negate swap negate GD.cmd_translate
       GD.cmd_setmatrix
   ;
  -
  -\ 
  -\ void game_over()
  -\ {
  -\   GD.wr(REG_VOL_SOUND, 0);
  -\   for (byte i = 0; i < 60; i++) {
  -\     GD.Clear();
  -\ 
  -\     // Draw "F R O G G E R" using the sprites 90-94
  -\ 
  -\     int x = 160, y = 50, space = 24;
  -\     GD.Begin(BITMAPS);
  -\     GD.Vertex2ii(x, y, SPRITES_HANDLE, 90); x += space;   // F
  -\     GD.Vertex2ii(x, y, SPRITES_HANDLE, 91); x += space;   // R
  -\     GD.Vertex2ii(x, y, SPRITES_HANDLE, 92); x += space;   // O
  -\     GD.Vertex2ii(x, y, SPRITES_HANDLE, 93); x += space;   // G
  -\     GD.Vertex2ii(x, y, SPRITES_HANDLE, 93); x += space;   // G
  -\     GD.Vertex2ii(x, y, SPRITES_HANDLE, 94); x += space;   // E
  -\     GD.Vertex2ii(x, y, SPRITES_HANDLE, 91); x += space;   // R
  -\ 
  -\     GD.cmd_text(240, 136, FONT_HANDLE, OPT_CENTER, "GAME OVER");
  -\     if (i == 59)
  -\       GD.cmd_text(240, 200, FONT_HANDLE, OPT_CENTER, "PRESS TO PLAY");
  -\     GD.swap();
  -\   }
  -\   while (GD.inputs.x == -32768)
  -\     GD.get_inputs();
  -\   while (GD.inputs.x != -32768)
  -\     GD.get_inputs();
  -\ }
   
   : GD.touch
       GD.inputs.x -32768 <>
  
positive.code:     GD.RestoreContext
  
      1 GD.TagMask
  
  \   GD.TagMask(1);
  \ 
  \   // player control.  If button pressed, start the 'leaping' counter
  \   byte con = Control.read();
  
      depth throw
  
  
negative.code:     endcase
  ;
  
  : F16
      16 lshift
  ;
  