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Add some basic tile rendering
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@ -91,6 +91,51 @@ EvtLoop
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; Set up the code field and render it
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DoFrame
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; Render some tiles
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lda BlitBuff+1 ; set the data bank to the code field
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pha
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plb
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plb
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ldx #0
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ldal Col2CodeOffset,x
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tay
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iny
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lda #1 ; draw tile #1
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jsr CopyTile
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ldx #4
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ldal Col2CodeOffset,x
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tay
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iny
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lda #2 ; draw tile #1
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jsr CopyTile
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ldx #8
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ldal Col2CodeOffset,x
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tay
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iny
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lda #3 ; draw tile #1
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jsr CopyTile
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ldx #12
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ldal Col2CodeOffset,x
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tay
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iny
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lda #4 ; draw tile #1
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jsr CopyTile
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ldx #16
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ldal Col2CodeOffset,x
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tay
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iny
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lda #5 ; draw tile #1
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jsr CopyTile
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phk
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plb
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; This sets up the environment for calling the blitter. The blitter code takes care of moving from
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; line to line and should be set up ahead of time with appropriate epilogues for lines to periodically
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; enable interrupts and other stuff. In short, we call into the code once and, when it returns, all of
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@ -540,6 +585,14 @@ qtRec adrl $0000
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