* Generic Tile Engine Macros * by Lucas Scharenbroich GTEToolNum equ $A0 _GTEBootInit MAC UserTool $0100+GTEToolNum <<< _GTEStartUp MAC UserTool $0200+GTEToolNum <<< _GTEShutDown MAC UserTool $0300+GTEToolNum <<< _GTEVersion MAC UserTool $0400+GTEToolNum <<< _GTEReset MAC UserTool $0500+GTEToolNum <<< _GTEStatus MAC UserTool $0600+GTEToolNum <<< _GTEReadControl MAC UserTool $0900+GTEToolNum <<< _GTESetScreenMode MAC UserTool $0A00+GTEToolNum <<< _GTESetTile MAC UserTool $0B00+GTEToolNum <<< _GTESetBG0Origin MAC UserTool $0C00+GTEToolNum <<< _GTERender MAC UserTool $0D00+GTEToolNum <<< _GTELoadTileSet MAC UserTool $0E00+GTEToolNum <<< _GTECreateSpriteStamp MAC UserTool $0F00+GTEToolNum <<< _GTEAddSprite MAC UserTool $1000+GTEToolNum <<< _GTEMoveSprite MAC UserTool $1100+GTEToolNum <<< _GTEUpdateSprite MAC UserTool $1200+GTEToolNum <<< _GTERemoveSprite MAC UserTool $1300+GTEToolNum <<< _GTEGetSeconds MAC UserTool $1400+GTEToolNum <<< _GTECopyTileToDynamic MAC UserTool $1500+GTEToolNum <<< _GTESetPalette MAC UserTool $1600+GTEToolNum <<< _GTECopyPicToBG1 MAC UserTool $1700+GTEToolNum <<< _GTEBindSCBArray MAC UserTool $1800+GTEToolNum <<< _GTEGetBG0TileMapInfo MAC UserTool $1900+GTEToolNum <<< _GTEGetScreenInfo MAC UserTool $1A00+GTEToolNum <<< _GTESetBG1Origin MAC UserTool $1B00+GTEToolNum <<< _GTEGetTileAt MAC UserTool $1C00+GTEToolNum <<< _GTESetBG0TileMapInfo MAC UserTool $1D00+GTEToolNum <<< _GTESetBG1TileMapInfo MAC UserTool $1E00+GTEToolNum <<< _GTEAddTimer MAC UserTool $1F00+GTEToolNum <<< _GTERemoveTimer MAC UserTool $2000+GTEToolNum <<< _GTEStartScript MAC UserTool $2100+GTEToolNum <<< _GTESetOverlay MAC UserTool $2200+GTEToolNum <<< _GTEClearOverlay MAC UserTool $2300+GTEToolNum <<< _GTEGetTileDataAddr MAC UserTool $2400+GTEToolNum <<< _GTEFillTileStore MAC UserTool $2500+GTEToolNum <<< _GTERefresh MAC UserTool $2600+GTEToolNum <<< _GTERenderDirty MAC UserTool $2700+GTEToolNum <<< ; EngineMode definitions ; Script definition YIELD equ $8000 JUMP equ $4000 SET_PALETTE_ENTRY equ $0002 SWAP_PALETTE_ENTRY equ $0004 SET_DYN_TILE equ $0006 CALLBACK equ $0010 ; ReadControl return value bits PAD_BUTTON_B equ $0100 PAD_BUTTON_A equ $0200 PAD_KEY_DOWN equ $0400 ; EngineMode definitions ENGINE_MODE_TWO_LAYER equ $0001 ENGINE_MODE_DYN_TILES equ $0002 ENGINE_MODE_BNK0_BUFF equ $0004 ; Tile constants ; TILE_RESERVED_BIT equ $8000 TILE_PRIORITY_BIT equ $4000 ; Put tile on top of sprite TILE_FRINGE_BIT equ $2000 ; Unused TILE_SOLID_BIT equ $1000 ; Hint bit used in TWO_LAYER_MODE to optimize rendering TILE_DYN_BIT equ $0800 ; Is this a Dynamic Tile? TILE_VFLIP_BIT equ $0400 TILE_HFLIP_BIT equ $0200 TILE_ID_MASK equ $01FF TILE_CTRL_MASK equ $FE00 ; Sprite constants SPRITE_HIDE equ $2000 SPRITE_16X16 equ $1800 SPRITE_16X8 equ $1000 SPRITE_8X16 equ $0800 SPRITE_8X8 equ $0000 SPRITE_VFLIP equ $0400 SPRITE_HFLIP equ $0200 ; Stamp storage parameters VBUFF_STRIDE_BYTES equ {12*4} ; Each line has 4 slots of 16 pixels + 8 buffer pixels VBUFF_TILE_ROW_BYTES equ {8*VBUFF_STRIDE_BYTES} ; Each row is comprised of 8 lines VBUFF_TILE_COL_BYTES equ 4 VBUFF_SPRITE_STEP equ {VBUFF_TILE_ROW_BYTES*3} ; Allocate space for 16 rows + 8 rows of buffer VBUFF_SPRITE_START equ {VBUFF_TILE_ROW_BYTES+4} ; Start at an offset so $0000 can be used as an empty value VBUFF_SLOT_COUNT equ 48 ; Have space for this many stamps