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Color background test
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BIN
multitest.dsk
BIN
multitest.dsk
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52
multitest.s
52
multitest.s
@ -39,7 +39,7 @@ start
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bit TXTPAGE1
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bit SETHIRES
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;jsr clrscr
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jsr clrscr
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jsr initsprites
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gameloop
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@ -200,7 +200,7 @@ clrscr
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lda #$20
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sta clr1+2
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clr0
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lda #$81
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lda #0
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ldy #0
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clr1
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sta $ffff,y
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@ -210,8 +210,56 @@ clr1
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ldx clr1+2
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cpx #$40
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bcc clr1
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clrscr2
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ldy #1
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clrouter
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ldx #0
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clrloop
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lda HGRROWS_H1,x
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sta SCRATCH1
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lda HGRROWS_L,x
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sta SCRATCH0
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lda tophalf,y
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cpx #96
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bcc clrwrite
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lda bothalf,y
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clrwrite
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sta (SCRATCH0),y
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inx
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cpx #192
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bcc clrloop
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iny
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cpy #40
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bcs clrend
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bne clrouter
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clrend
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rts
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tophalf
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.byte 0
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.byte $88, ~01010101, ~00101010, ~01010101, ~00101010, ~01010101
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.byte $08, ~00101010, ~01010101, ~00101010, ~01010101, ~00101010
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.byte $10, ~01010101, ~00101010, ~01010101, ~00101010, ~01010101
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.byte $1c, ~00101010, ~01010101, ~00101010, ~01010101, ~00101010
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.byte $88, ~01010101, ~00101010, ~01010101, ~00101010, ~01010101
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.byte $9c, ~01010101, ~00101010, ~01010101, ~00101010, ~01010101
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.byte $9c, ~00101010, ~01010101, ~00101010, ~01010101, ~00101010
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.byte $1c, ~01010101, ~00101010, ~01010101, ~00101010, ~01010101
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bothalf
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.byte 0
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.byte $9c, ~11010101, ~10101010, ~11010101, ~10101010, ~11010101
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.byte ~10001000, ~10101010, ~11010101, ~10101010, ~11010101, ~10101010
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.byte ~00010000, ~11010101, ~10101010, ~11010101, ~10101010, ~11010101
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.byte $08, ~10101010, ~11010101, ~10101010, ~11010101, ~10101010
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.byte $9c, ~11010101, ~10101010, ~11010101, ~10101010, ~11010101
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.byte $9c, ~11010101, ~10101010, ~11010101, ~10101010, ~11010101
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.byte $88, ~11010101, ~10101010, ~11010101, ~10101010, ~11010101
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.byte $08, ~10101010, ~11010101, ~10101010, ~11010101, ~10101010
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; Sprite data is interleaved so a simple indexed mode can be used. This is not
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; convenient to set up but makes faster accessing because you don't have to
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; increment the index register. For example, all the info about sprite #2 can
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