mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-18 15:07:24 +00:00
664 lines
20 KiB
ArmAsm
664 lines
20 KiB
ArmAsm
; Test driver to exercise graphics routines.
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REL
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DSK MAINSEG
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use Locator.Macs.s
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use Misc.Macs.s
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use EDS.GSOS.MACS.s
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use Tool222.Macs.s
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use Util.Macs.s
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use CORE.MACS.s
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use ../../src/GTE.s
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use ../../src/Defs.s
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mx %00
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; Feature flags
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NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging
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NO_MUSIC equ 1 ; turn music + tool loading off
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; Keycodes
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LEFT_ARROW equ $08
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RIGHT_ARROW equ $15
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UP_ARROW equ $0B
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DOWN_ARROW equ $0A
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; Typical init
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phk
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plb
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jsl EngineStartUp
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lda #^MyPalette ; Fill Palette #0 with our colors
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ldx #MyPalette
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ldy #0
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jsl SetPalette
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ldx #5 ; Mode 0 is full-screen, mode 5 is 256x160
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ldx #320
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ldy #200
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jsl SetScreenMode
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; Set up our level data
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jsr BG0SetUp
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jsr TileAnimInit
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jsr SetLimits
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jsr InitOverlay ; Initialize the status bar
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stz frameCount
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ldal OneSecondCounter
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sta oldOneSecondCounter
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jsr UdtOverlay
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; Allocate a buffer for loading files
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jsl AllocBank ; Alloc 64KB for Load/Unpack
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sta BankLoad ; Store "Bank Pointer"
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; Load in the 256 color background into BG1 buffer
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brl :nobackground
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DoLoadBG1
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lda BankLoad
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ldx #BG1DataFile
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jsr LoadFile
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ldx BankLoad
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lda #0
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ldy BG1DataBank
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jsl CopyPicToBG1
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; Copy the palettes into place
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stz tmp0
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:ploop
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lda tmp0
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tay
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asl
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asl
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asl
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asl
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asl
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clc
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adc #$7E00
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tax
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lda BankLoad
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jsl SetPalette
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inc tmp0
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lda tmp0
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cmp #16
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bcc :ploop
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; Bind the SCBs
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lda BankLoad
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ora #$8000 ; set high bit to bind to BG1 Y-position
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ldx #$7D00
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jsl SetSCBArray
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:nobackground
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; Initialize the sprite's global position (this is tracked outside of the tile engine)
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lda #16
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sta PlayerGlobalX
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lda MaxGlobalY
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sec
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lda #40 ; 32 for tiles, 8 for sprite
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sta PlayerGlobalY
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stz PlayerXVel
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stz PlayerYVel
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; Add a sprite to the engine and save it's sprite ID
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SPRITE_ID equ {SPRITE_16X16+145}
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MUSHROOM_ID equ {SPRITE_16X16+255}
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lda #MUSHROOM_ID ; 16x16 sprite, tile ID = 145
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ldx #80
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ldy #152
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jsl AddSprite
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jsr UpdatePlayerLocal
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lda #SPRITE_ID ; 16x16 sprite, tile ID = 145
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ldx PlayerX
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ldy PlayerY
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jsl AddSprite
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bcc :sprite_ok
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brl Exit ; If we could not allocate a sprite, exit
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:sprite_ok
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sta PlayerID
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; Draw the initial screen
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lda #DIRTY_BIT_BG0_REFRESH ; Redraw all of the tiles on the next Render
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tsb DirtyBits
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jsl Render
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; Set up a very specific test. First, we draw a sprite into the sprite plane, and then
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; leave it alone. We are just testing the ability to merge sprite plane data into
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; the play field tiles.
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EvtLoop
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jsl ReadControl
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; Check the buttons first
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pha
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bit #$0100
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beq :no_jump
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lda PlayerStanding
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beq :no_jump
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lda #$FFF8
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sta PlayerYVel
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:no_jump
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; Enable/disable v-sync
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lda 1,s
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bit #$0400
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beq :no_key_down
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and #$007F
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cmp #'v'
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bne :not_v
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lda #$0001
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eor vsync
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sta vsync
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:not_v
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cmp #'f'
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bne :not_f
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lda SpriteToggle
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eor #SPRITE_HIDE
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sta SpriteToggle
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bne :not_f
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stz SpriteCount
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:not_f
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:no_key_down
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pla
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and #$007F ; Ignore the buttons for now
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cmp #'q'
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bne :not_q
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brl Exit
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:not_q
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cmp #'d'
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bne :not_d
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lda StartX
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cmp MaxBG0X
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bcs :do_render
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inc
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jsl SetBG0XPos
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bra :do_render
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:not_d
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cmp #'a'
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bne :not_a
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lda StartX
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beq :do_render
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dec
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jsl SetBG0XPos
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bra :do_render
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:not_a
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cmp #'s'
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bne :not_s
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lda StartY
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cmp MaxBG0Y
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bcs :do_render
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inc
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jsl SetBG0YPos
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bra :do_render
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:not_s
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cmp #'w'
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bne :not_w
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lda StartY
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beq :do_render
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dec
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jsl SetBG0YPos
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bra :do_render
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:not_w
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; Do j,l to move the character left/right
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cmp #'j'
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bne :not_j
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lda PlayerXVel
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bpl :pos_xvel
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cmp #$FFFA
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bcc :not_j
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:pos_xvel dec
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dec
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sta PlayerXVel
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bra :do_render
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:not_j
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cmp #'l'
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bne :not_l
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lda PlayerXVel
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bmi :neg_xvel
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cmp #6
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bcs :not_l
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:neg_xvel inc
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inc
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sta PlayerXVel
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bra :do_render
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:not_l
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; Update the camera position
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:do_render
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jsr UpdatePlayerPos ; Moves in global cordinates
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jsr UpdateCameraPos ; Moves the screen
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jsr UpdatePlayerLocal ; Gets local sprite coordinates
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lda PlayerID
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ldx PlayerX
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ldy PlayerY
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jsl MoveSprite ; Move the sprite to this local position
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; Update the timers
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jsl DoTimers
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; Let's see what it looks like!
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lda vsync
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beq :no_vsync
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:vsyncloop jsl GetVerticalCounter ; 8-bit value
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cmp ScreenY0
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bcc :vsyncloop
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sec
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sbc ScreenY0
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cmp #8
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bcs :vsyncloop
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lda #1
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jsl SetBorderColor
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:no_vsync
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jsl Render
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lda vsync
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beq :no_vsync2
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lda #0
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jsl SetBorderColor
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:no_vsync2
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; Update the performance counters
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inc frameCount
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ldal OneSecondCounter
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cmp oldOneSecondCounter
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beq :noudt
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sta oldOneSecondCounter
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jsr UdtOverlay
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stz frameCount
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:noudt
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brl EvtLoop
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; Exit code
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Exit
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jsl EngineShutDown
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_QuitGS qtRec
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bcs Fatal
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Fatal brk $00
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BG1DataFile strl '1/sunset.c1'
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; Color palette
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MyPalette dw $068F,$0EDA,$0000,$0000,$0BF1,$00A0,$0EEE,$0456,$0FA4,$0F59,$0E30,$01CE,$02E3,$0870,$0F93,$0FD7
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; B&W Palette
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;MyPalette dw $0000,$0EDA,$0000,$0E51,$0BF1,$00A0,$0EEE,$0456,$0FA4,$0F59,$0E30,$01CE,$02E3,$0870,$0F93,$0FFF
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PlayerGlobalX ds 2
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PlayerGlobalY ds 2
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PlayerID ds 2
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PlayerX ds 2
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PlayerXOld ds 2
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PlayerY ds 2
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PlayerYOld ds 2
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PlayerLastPos ds 2
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PlayerXVel ds 2
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PlayerYVel ds 2
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KeyState ds 2
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PlayerStanding ds 2
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MaxGlobalX ds 2
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MaxGlobalY ds 2
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MaxBG0X ds 2
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MaxBG0Y ds 2
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oldOneSecondCounter ds 2
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frameCount ds 2
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PLAYER_X_MIN equ 0
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PLAYER_X_MAX equ 160-4
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PLAYER_Y_MIN equ 0
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PLAYER_Y_MAX equ 200-8
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EMPTY_TILE equ 33 ; the tile that makes up the background
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AdjustLocalX
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clc
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adc StartXMod164
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cmp #164
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bcc *+5
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sbc #164
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rts
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AdjustLocalY
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clc
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adc StartYMod208
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cmp #208
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bcc *+5
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sbc #208
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rts
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SetLimits
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lda TileMapWidth
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asl
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asl
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sta MaxGlobalX
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sec
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sbc ScreenWidth
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sta MaxBG0X
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lda TileMapHeight
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asl
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asl
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asl
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sta MaxGlobalY
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sec
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sbc ScreenHeight
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sta MaxBG0Y
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rts
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; Set the scroll position based on the global cooridinate of the player
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; Try to center the player on the screen
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UpdateCameraPos
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lda ScreenWidth
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lsr
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sta tmp0
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lda PlayerGlobalX
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sec
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sbc tmp0
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bpl :x_pos
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lda #0
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:x_pos cmp MaxBG0X
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bcc :x_ok
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lda MaxBG0X
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:x_ok jsl SetBG0XPos
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lda ScreenHeight
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lsr
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sta tmp0
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lda PlayerGlobalY
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sec
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sbc tmp0
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bpl :y_pos
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lda #0
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:y_pos cmp MaxBG0Y
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bcc :y_ok
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lda MaxBG0Y
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:y_ok jsl SetBG0YPos
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lda StartY
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lsr
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jsl SetBG1YPos
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rts
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; Convert the global coordinates to adjusted local coordinated (compensating for wrap-around)
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UpdatePlayerLocal
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lda PlayerGlobalX
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sec
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sbc StartX
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; jsr AdjustLocalX
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sta PlayerX
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lda PlayerGlobalY
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sec
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sbc StartY
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; jsr AdjustLocalY
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sta PlayerY
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rts
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; Simple updates with gravity and collisions. It's important that eveything in this
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; subroutine be done against
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UpdatePlayerPos
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stz PlayerStanding
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lda PlayerYVel
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bmi :no_ground_check
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; Check if the player is standing on the ground at their current local position
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ldx PlayerX
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lda PlayerY
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clc
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adc #16
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tay
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jsr GetTileAt
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and #$1FF
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cmp #EMPTY_TILE
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beq :no_ground_check
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lda PlayerGlobalY
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and #$fff8
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sta PlayerGlobalY
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stz PlayerYVel
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lda #1
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sta PlayerStanding
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:no_ground_check
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lda PlayerGlobalY
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clc
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adc PlayerYVel
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bpl *+5
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lda #0
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cmp MaxGlobalY
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bcc *+5
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lda MaxGlobalY
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sta PlayerGlobalY
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lda PlayerGlobalX
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clc
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adc PlayerXVel
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bpl *+5
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lda #0
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cmp MaxGlobalX
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bcc *+5
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lda MaxGlobalX
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sta PlayerGlobalX
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ldx LastHFlip
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lda PlayerXVel
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beq :no_dxv
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bpl :pos_dxv
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ldx #SPRITE_HFLIP
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inc
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bra :no_dxv
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:pos_dxv
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ldx #0
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dec
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:no_dxv
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sta PlayerXVel
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stx LastHFlip
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ldx #0
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lda PlayerStanding
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bne :too_fast
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lda PlayerYVel
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inc
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bmi :is_neg
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cmp #4
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bcs :too_fast
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:is_neg
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ldx #SPRITE_VFLIP
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sta PlayerYVel
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:too_fast
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txa
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ora LastHFlip
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ora #SPRITE_ID
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sta SpriteFrame
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lda SpriteCount
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eor SpriteToggle
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sta SpriteCount
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; If the player is standing and XVel != 0, pick a frame
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lda PlayerStanding
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beq :frame
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lda PlayerXVel
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beq :frame
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jsl GetVBLTicks
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and #$0003
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inc
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and #$0003
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asl
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adc SpriteFrame
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sta SpriteFrame
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:frame
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lda SpriteFrame
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ora SpriteCount
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tax
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lda PlayerID
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jsl UpdateSprite ; Change the tile ID and / or flags
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rts
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LastHFlip dw 0
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SpriteFrame ds 2
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SpriteCount dw 0
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SpriteToggle dw 0
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; X = coordinate
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; Y = coordinate
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GetTileAt
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txa
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bmi :out
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clc
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adc StartXMod164
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cmp #164
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bcc *+5
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sbc #164
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lsr
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lsr
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tax
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tya
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bmi :out
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clc
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adc StartYMod208
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cmp #208
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bcc *+5
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sbc #208
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lsr
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lsr
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lsr
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tay
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jsl GetTileStoreOffset
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tax
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ldal TileStore+TS_TILE_ID,x
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rts
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:out
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lda #EMPTY_TILE
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rts
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; Position the screen with the botom-left corner of the tilemap visible
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MovePlayerToOrigin
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lda #0 ; Set the player's position
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jsl SetBG0XPos
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lda TileMapHeight
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asl
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asl
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asl
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sec
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sbc ScreenHeight
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jsl SetBG0YPos
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rts
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openRec dw 2 ; pCount
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ds 2 ; refNum
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adrl BG1DataFile ; pathname
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eofRec dw 2 ; pCount
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ds 2 ; refNum
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ds 4 ; eof
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readRec dw 4 ; pCount
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ds 2 ; refNum
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ds 4 ; dataBuffer
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ds 4 ; requestCount
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ds 4 ; transferCount
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closeRec dw 1 ; pCount
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ds 2 ; refNum
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qtRec adrl $0000
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da $00
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vsync dw $0000
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LoadFile
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stx openRec+4 ; X=File, A=Bank (high word) assumed zero for low
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stz readRec+4
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sta readRec+6
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:openFile _OpenGS openRec
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bcs :openReadErr
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lda openRec+2
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sta eofRec+2
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sta readRec+2
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_GetEOFGS eofRec
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lda eofRec+4
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sta readRec+8
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lda eofRec+6
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sta readRec+10
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_ReadGS readRec
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bcs :openReadErr
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:closeFile _CloseGS closeRec
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clc
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lda eofRec+4 ; File Size
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rts
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:openReadErr jsr :closeFile
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nop
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nop
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PushWord #0
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PushLong #msgLine1
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PushLong #msgLine2
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PushLong #msgLine3
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PushLong #msgLine4
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_TLTextMountVolume
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pla
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cmp #1
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bne :loadFileErr
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brl :openFile
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:loadFileErr sec
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rts
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msgLine1 str 'Unable to load File'
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msgLine2 str 'Press a key :'
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msgLine3 str ' -> Return to Try Again'
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msgLine4 str ' -> Esc to Quit'
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PUT ../shell/Overlay.s
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PUT gen/App.TileMapBG0.s
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PUT gen/App.TileSetAnim.s
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ANGLEBNK ENT |