2022-04-23 05:47:13 +00:00
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; Bank of memory that holds the core sprite and tile store data structures
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2022-05-19 02:00:06 +00:00
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put ../Defs.s
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put TileStoreDefs.s
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put ../blitter/Template.s
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;-------------------------------------------------------------------------------------
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;
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; Buffer space
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ds 256
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;-------------------------------------------------------------------------------------
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TileStore ENT
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ds {TILE_STORE_SIZE*17}
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;-------------------------------------------------------------------------------------
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;
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; A list of dirty tiles that need to be updated in a given frame
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ds \,$00 ; pad to the next page boundary
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DirtyTileCount ENT
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ds 2
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DirtyTiles ENT
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ds TILE_STORE_SIZE ; At most this many tiles can possibly be update at once
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;-------------------------------------------------------------------------------------
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;
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ds \,$00 ; pad to the next page boundary
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_Sprites ENT
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ds SPRITE_REC_SIZE*MAX_SPRITES
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;-------------------------------------------------------------------------------------
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;
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; A double-sized table of lookup values. It is double-width and double-height so that,
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; if we know a tile's address position of (X + 41*Y), then any relative tile store address
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; can be looked up by adding a constant value.
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ds \,$00 ; pad to the next page boundary
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TileStoreLookupYTable ENT
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ds {TS_LOOKUP_HEIGHT*2}
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TileStoreLookup ENT
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ds {TS_LOOKUP_SPAN*TS_LOOKUP_ROWS*2}
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;-------------------------------------------------------------------------------------
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;
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; Other data tables
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; Col2CodeOffset
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; Takes a column number (0 - 81) and returns the offset into the blitter code
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; template.
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;
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; This is used for rendering tile data into the code field. For example, is we assume that
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; we are filling in the operands for a bunch of PEA values, we could do this
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;
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; ldy tileColumn*2
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; lda #DATA
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; ldx Col2CodeOffset,y
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; sta $0001,x
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;
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; The table values are pre-reversed so that loop can go in logical order 0, 2, 4, ...
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; and the resulting offsets will map to the code instructions in right-to-left order.
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;
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; Remember, because the data is pushed on to the stack, the last instruction, which is
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; in the highest memory location, pushed data that apepars on the left edge of the screen.
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]step equ 0
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dw CODE_TOP ; There is a spot where we load Col2CodeOffet-2,x
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Col2CodeOffset ENT
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lup 82
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dw CODE_TOP+{{81-]step}*PER_TILE_SIZE}
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]step equ ]step+1
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--^
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dw CODE_TOP+{81*PER_TILE_SIZE}
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; A parallel table to Col2CodeOffset that holds the offset to the exception handler address for each column
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]step equ 0
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dw SNIPPET_BASE
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JTableOffset ENT
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lup 82
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dw SNIPPET_BASE+{{81-]step}*SNIPPET_SIZE}
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]step equ ]step+1
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--^
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dw SNIPPET_BASE+{81*SNIPPET_SIZE}
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; Table of BRA instructions that are used to exit the code field. Separate tables for
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; even and odd aligned cases.
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;
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; The even exit point is closest to the code field. The odd exit point is 3 bytes further
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;
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; These tables are reversed to be parallel with the JTableOffset and Col2CodeOffset tables above. The
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; physical word index that each instruction is intended to be placed at is in the comment.
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CodeFieldEvenBRA ENT
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bra *+6 ; 81 -- need to skip over the JMP loop that passed control back
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bra *+9 ; 80
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bra *+12 ; 79
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bra *+15 ; 78
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bra *+18 ; 77
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bra *+21 ; 76
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bra *+24 ; 75
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bra *+27 ; 74
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bra *+30 ; 73
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bra *+33 ; 72
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bra *+36 ; 71
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bra *+39 ; 70
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bra *+42 ; 69
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bra *+45 ; 68
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bra *+48 ; 67
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bra *+51 ; 66
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bra *+54 ; 65
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bra *+57 ; 64
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bra *+60 ; 63
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bra *+63 ; 62
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bra *+66 ; 61
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bra *+69 ; 60
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bra *+72 ; 59
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bra *+75 ; 58
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bra *+78 ; 57
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bra *+81 ; 56
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bra *+84 ; 55
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bra *+87 ; 54
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bra *+90 ; 53
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bra *+93 ; 52
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bra *+96 ; 51
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bra *+99 ; 50
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bra *+102 ; 49
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bra *+105 ; 48
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bra *+108 ; 47
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bra *+111 ; 46
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bra *+114 ; 45
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bra *+117 ; 44
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bra *+120 ; 43
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bra *+123 ; 42
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bra *+126 ; 41
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bra *-123 ; 40
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bra *-120 ; 39
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bra *-117 ; 38
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bra *-114 ; 37
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bra *-111 ; 36
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bra *-108 ; 35
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bra *-105 ; 34
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bra *-102 ; 33
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bra *-99 ; 32
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bra *-96 ; 31
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bra *-93 ; 30
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bra *-90 ; 29
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bra *-87 ; 28
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bra *-84 ; 27
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bra *-81 ; 26
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bra *-78 ; 25
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bra *-75 ; 24
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bra *-72 ; 23
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bra *-69 ; 22
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bra *-66 ; 21
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bra *-63 ; 20
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bra *-60 ; 19
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bra *-57 ; 18
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bra *-54 ; 17
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bra *-51 ; 16
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bra *-48 ; 15
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bra *-45 ; 14
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bra *-42 ; 13
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bra *-39 ; 12
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bra *-36 ; 11
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bra *-33 ; 10
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bra *-30 ; 9
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bra *-27 ; 8
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bra *-24 ; 7
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bra *-21 ; 6
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bra *-18 ; 5
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bra *-15 ; 4
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bra *-12 ; 3
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bra *-9 ; 2
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bra *-6 ; 1
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bra *-3 ; 0
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CodeFieldOddBRA ENT
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bra *+9 ; 81 -- need to skip over two JMP instructions
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bra *+12 ; 80
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bra *+15 ; 79
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bra *+18 ; 78
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bra *+21 ; 77
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bra *+24 ; 76
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bra *+27 ; 75
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bra *+30 ; 74
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bra *+33 ; 73
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bra *+36 ; 72
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bra *+39 ; 71
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bra *+42 ; 70
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bra *+45 ; 69
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bra *+48 ; 68
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bra *+51 ; 67
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bra *+54 ; 66
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bra *+57 ; 65
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bra *+60 ; 64
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bra *+63 ; 64
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bra *+66 ; 62
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bra *+69 ; 61
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bra *+72 ; 60
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bra *+75 ; 59
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bra *+78 ; 58
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bra *+81 ; 57
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bra *+84 ; 56
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bra *+87 ; 55
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bra *+90 ; 54
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bra *+93 ; 53
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bra *+96 ; 52
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bra *+99 ; 51
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bra *+102 ; 50
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bra *+105 ; 49
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bra *+108 ; 48
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bra *+111 ; 47
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bra *+114 ; 46
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bra *+117 ; 45
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bra *+120 ; 44
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bra *+123 ; 43
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bra *+126 ; 42
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bra *+129 ; 41
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bra *-126 ; 40
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bra *-123 ; 39
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bra *-120 ; 38
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bra *-117 ; 37
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bra *-114 ; 36
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bra *-111 ; 35
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bra *-108 ; 34
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bra *-105 ; 33
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bra *-102 ; 32
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bra *-99 ; 31
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bra *-96 ; 30
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bra *-93 ; 29
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bra *-90 ; 28
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bra *-87 ; 27
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bra *-84 ; 26
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bra *-81 ; 25
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bra *-78 ; 24
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bra *-75 ; 23
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bra *-72 ; 22
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bra *-69 ; 21
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bra *-66 ; 20
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bra *-63 ; 19
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bra *-60 ; 18
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bra *-57 ; 17
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bra *-54 ; 16
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bra *-51 ; 15
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bra *-48 ; 14
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bra *-45 ; 13
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bra *-42 ; 12
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bra *-39 ; 11
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bra *-36 ; 10
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bra *-33 ; 9
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bra *-30 ; 8
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bra *-27 ; 7
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bra *-24 ; 6
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bra *-21 ; 5
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bra *-18 ; 4
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bra *-15 ; 3
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bra *-12 ; 2
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bra *-9 ; 1
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bra *-6 ; 0 -- branch back 6 to skip the JMP even path
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]step equ $2000
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ScreenAddr ENT
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lup 200
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dw ]step
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]step = ]step+160
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--^
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; Table of offsets into each row of a Tile Store table. We currently have two tables defined; one
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; that is the backing store for the tiles rendered into the code field, and another that holds
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; backlink information on the sprite entries that overlap various tiles.
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;
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; This table is double-length to support accessing off the end modulo its legth
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TileStoreYTable ENT
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]step equ 0
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lup 26
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dw ]step
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]step = ]step+{41*2}
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--^
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]step equ 0
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lup 26
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dw ]step
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]step = ]step+{41*2}
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--^
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; Create a table to look up the "next" column with modulo wraparound. Basically a[i] = i
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; and the table is double-length. Use constant offsets to pick an amount to advance
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NextCol ENT
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]step equ 0
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lup 41
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dw ]step
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]step = ]step+2
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--^
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]step equ 0
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lup 41
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dw ]step
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]step = ]step+2
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--^
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; This is a double-length table that holds the right-edge adresses of the playfield on the physical
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; screen. At most, it needs to hold 200 addresses for a full height playfield. It is double-length
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; so that code can pick any offset and copy values without needing to check for a wrap-around. If the
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; playfield is less than 200 lines tall, then any values after 2 * PLAYFIELD_HEIGHT are undefined.
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RTable ENT
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ds 400
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ds 400
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; Array of addresses for the banks that hold the blitter.
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BlitBuff ENT
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ds 4*13
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; The blitter table (BTable) is a double-length table that holds the full 4-byte address of each
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; line of the blit fields. We decompose arrays of pointers into separate high and low words so
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; that everything can use the same indexing offsets
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BTableHigh ENT
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ds 208*2*2
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BTableLow ENT
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ds 208*2*2
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; A shorter table that just holds the blitter row addresses
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BRowTableHigh ENT
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ds 26*2*2
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BRowTableLow ENT
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ds 26*2*2
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; A double-length table of addresses for the BG1 bank. The BG1 buffer is 208 rows of 256 bytes each and
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; the first row starts $1800 bytes in to center the buffer in the bank
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]step equ $1800
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BG1YTable ENT
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lup 208
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dw ]step
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]step = ]step+256
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--^
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]step equ 256
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lup 208
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dw ]step
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]step = ]step+256
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--^
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; Repeat
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BG1YOffsetTable ENT
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lup 26
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dw 1,1,1,2,2,2,2,2,1,1,1,0,0,0,0,0
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--^
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; Other Toolset variables
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OneSecondCounter ENT
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dw 0
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OldOneSecVec ENT
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ds 4
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Timers ENT
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ds TIMER_REC_SIZE*MAX_TIMERS
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DefaultPalette ENT
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dw $0000,$007F,$0090,$0FF0
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dw $000F,$0080,$0f70,$0FFF
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dw $0fa9,$0ff0,$00e0,$04DF
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dw $0d00,$078f,$0ccc,$0FFF
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; 0. Full Screen : 40 x 25 320 x 200 (32,000 bytes (100.0%))
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; 1. Sword of Sodan : 34 x 24 272 x 192 (26,112 bytes ( 81.6%))
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; 2. ~NES : 32 x 25 256 x 200 (25,600 bytes ( 80.0%))
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; 3. Task Force : 32 x 22 256 x 176 (22,528 bytes ( 70.4%))
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; 4. Defender of the World : 35 x 20 280 x 160 (22,400 bytes ( 70.0%))
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; 5. Rastan : 32 x 20 256 x 160 (20,480 bytes ( 64.0%))
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; 6. Game Boy Advanced : 30 x 20 240 x 160 (19,200 bytes ( 60.0%))
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; 7. Ancient Land of Y's : 36 x 16 288 x 128 (18,432 bytes ( 57.6%))
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; 8. Game Boy Color : 20 x 18 160 x 144 (11,520 bytes ( 36.0%))
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; 9. Agony (Amiga) : 36 x 24 288 x 192 (27,648 bytes ( 86.4%))
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; 10. Atari Lynx : 20 x 13 160 x 102 (8,160 bytes ( 25.5%))
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ScreenModeWidth ENT
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dw 320,272,256,256,280,256,240,288,160,288,160,320
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ScreenModeHeight ENT
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dw 200,192,200,176,160,160,160,128,144,192,102,1
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2022-05-23 04:54:47 +00:00
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; Convert sprite index to a bit position
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_SpriteBits ENT
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dw $0001,$0002,$0004,$0008,$0010,$0020,$0040,$0080,$0100,$0200,$0400,$0800,$1000,$2000,$4000,$8000
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_SpriteBitsNot ENT
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dw $FFFE,$FFFD,$FFFB,$FFF7,$FFEF,$FFDF,$FFBF,$FF7F,$FEFF,$FDFF,$FBFF,$F7FF,$EFFF,$DFFF,$BFFF,$7FFF
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2022-05-19 02:00:06 +00:00
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blt_return
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stk_save
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