GSCats/gameobject.s
blondie7575 9aadc36361 Basic Mr. Sprite integration
- Larger gameobject sprites
- Fixed some bugs in collision detection
2017-09-29 17:53:05 -07:00

706 lines
10 KiB
ArmAsm

;
; gameobject
; Code and data structures related to the game objects
;
; Created by Quinn Dunki on 8/13/17
;
GAMEOBJECTWIDTH = 16
GAMEOBJECTHEIGHT = 16
; Base class sample:
;gameobjectData:
; .word 40 ; X pos in pixels (from right terrain edge)
; .word 38 ; Y pos in pixels (from bottom terrain edge)
; .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background 64 bytes
; .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
; .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
; .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
GO_POSX = 0 ; Byte offsets into gameobject data structure
GO_POSY = 2
GO_BACKGROUND = 4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; placeGameObjectOnTerrain
;
; PARAML0 = Pointer to gameobject data
; Trashes SCRATCHL
;
placeGameObjectOnTerrain:
SAVE_AY
ldy #GO_POSX
lda (PARAML0),y
clc ; Map into reversed terrain X space
adc #GAMEOBJECTWIDTH
sta SCRATCHL
lda #TERRAINWIDTH
sec
sbc SCRATCHL
and #$fffe ; Force even
tay
lda terrainData,y
clc
adc #GAMEOBJECTHEIGHT
ldy #GO_POSY
sta (PARAML0),y
RESTORE_AY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RENDER_GAMEOBJECT
;
; ptr = Pointer to gameobject data
; Trashes SCRATCHL
;
.macro RENDER_GAMEOBJECT ptr
.scope
SAVE_AXY
; Find gameobject location in video memory
ldy #0
; X
lda ptr+GO_POSX,y
lsr
cmp leftScreenEdge
bmi renderGameobjectSkip ; Gameobject is off left edge of screen
cmp rightScreenEdge
bpl renderGameobjectSkip ; Gameobject is off right edge of screen
sec ; Convert byte x-pos to screenspace
sbc leftScreenEdge
sta SCRATCHL
; Y
sec
lda #200
sbc ptr+GO_POSY,y
bmi renderGameobjectSkip ; Gameobject is off top edge of screen
cmp #200 - GAMEOBJECTHEIGHT
bpl renderGameobjectSkip ; Gameobject is off bottom edge of screen
asl
tax
lda vramYOffset,x
clc
adc SCRATCHL
adc #$2000
tax ; X now contains the bank address of the upper left corner
phx
bra renderGameobjectBackground
renderGameobjectSkip:
jmp renderGameobjectDone
renderGameobjectBackground:
; Save background
lda VRAMBANK,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*2+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*2+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*2+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*3,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*3+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*3+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*3+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*4+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*4+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*4+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*5,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*5+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*5+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*5+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*6+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*6+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*6+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*7,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*7+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*7+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*7+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*8,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*8+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*8+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*8+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*9,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*9+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*9+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*9+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*10,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*10+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*10+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*10+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*11,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*11+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*11+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*11+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*12,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*12+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*12+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*12+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*13,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*13+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*13+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*13+6,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*14,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*14+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*14+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*14+6,x
sta ptr+GO_BACKGROUND,y
lda VRAMBANK+160*15,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*15+2,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*15+4,x
sta ptr+GO_BACKGROUND,y
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lda VRAMBANK+160*15+6,x
sta ptr+GO_BACKGROUND,y
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; Draw sprite
ply
jsr Spr_000
renderGameobjectDone:
RESTORE_AXY
.endscope
.endmacro
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; UNRENDER_GAMEOBJECT
;
; ptr = Pointer to gameobject data
; Trashes SCRATCHL
;
.macro UNRENDER_GAMEOBJECT ptr
.scope
SAVE_AXY
; Find gameobject location in video memory
ldy #0
; X
lda ptr+GO_POSX,y
lsr
cmp leftScreenEdge
bmi unrenderGameobjectSkip ; Gameobject is off left edge of screen
cmp rightScreenEdge
bpl unrenderGameobjectSkip ; Gameobject is off right edge of screen
sec
sbc leftScreenEdge
sta SCRATCHL
; Y
sec
lda #200
sbc ptr+GO_POSY,y
bmi unrenderGameobjectSkip ; Gameobject is off top edge of screen
cmp #200 - GAMEOBJECTHEIGHT
bpl unrenderGameobjectSkip ; Gameobject is off bottom edge of screen
asl
tax
lda vramYOffset,x
clc
adc SCRATCHL
adc #$2000
tax ; X now contains the VRAM offset of the upper left corner
bra unrenderGameobjectBackground
unrenderGameobjectSkip:
jmp unrenderGameobjectDone
unrenderGameobjectBackground:
lda ptr+GO_BACKGROUND,y
sta VRAMBANK,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*2+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*2+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*2+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*3,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*3+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*3+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*3+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*4+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*4+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*4+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*5,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*5+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*5+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*5+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*6+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*6+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*6+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*7,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*7+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*7+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*7+6,x
lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*8,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*8+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*8+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*8+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*9,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*9+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*9+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*9+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*10,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*10+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*10+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*10+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*11,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*11+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*11+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*11+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*12,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*12+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*12+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*12+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*13,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*13+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*13+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*13+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*14,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*14+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*14+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*14+6,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*15,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*15+2,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*15+4,x
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lda ptr+GO_BACKGROUND,y
sta VRAMBANK+160*15+6,x
unrenderGameobjectDone:
RESTORE_AXY
.endscope
.endmacro