mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-06 12:07:21 +00:00
287 lines
7.8 KiB
ArmAsm
287 lines
7.8 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
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use Load.Macs
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use Mem.Macs
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use Misc.Macs
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use Util.Macs
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use EDS.GSOS.Macs
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use GTE.Macs
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mx %00
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tiledata EXT ; tileset buffer
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TileSetPalette EXT
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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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; Direct page space
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MyUserId equ 0
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BankLoad equ 2
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StartX equ 4
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StartY equ 6
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TileMapWidth equ 8
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TileMapHeight equ 10
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ScreenWidth equ 12
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ScreenHeight equ 14
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MaxGlobalX equ 16
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MaxGlobalY equ 18
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MaxBG0X equ 20
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MaxBG0Y equ 22
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OldOneSecondCounter equ 26
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appTmp0 equ 28
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appTmp1 equ 30
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appTmp2 equ 32
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phk
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plb
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sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program
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tdc
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sta MyDirectPage ; Keep a copy for the overlay callback
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_MTStartUp ; GTE requires the miscellaneous toolset to be running
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lda #ENGINE_MODE_TWO_LAYER+ENGINE_MODE_DYN_TILES
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jsr GTEStartUp ; Load and install the GTE User Tool
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; Initialize local variables
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stz StartX
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stz StartY
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stz frameCount
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; Initialize the graphics screen playfield
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pea #320
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pea #200
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_GTESetScreenMode
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; Load a tileset
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pea #^tiledata
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pea #tiledata
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_GTELoadTileSet
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pea $0000
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pea #^TileSetPalette
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pea #TileSetPalette
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_GTESetPalette
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; Set up our level data
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jsr BG0SetUp
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jsr SetLimits
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jsr AllocBank ; Alloc 64KB for Load/Unpack
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sta BankLoad ; Store "Bank Pointer"
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ldx #BG1DataFile ; Load the background file into the bank
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jsr LoadFile
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pea #164 ; Fill everything
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pea #200
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pea #256
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lda BankLoad
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pha
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pea $0000
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pea $0000 ; Copy to primary BG1 buffer
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_GTECopyPicToBG1
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lda BankLoad
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ldx #BG2DataFile ; Load the secondbackground file into the bank
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jsr LoadFile
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pea #164 ; Fill everything
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pea #200
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pea #256
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lda BankLoad
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pha
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pea $0000
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pea $0001 ; Copy to alternate BG1 buffer
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_GTECopyPicToBG1
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jsr InitOverlay ; Initialize the status bar
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pha
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_GTEGetSeconds
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pla
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sta OldOneSecondCounter
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jsr UdtOverlay
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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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pha
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_GTEReadControl
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pla
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jsr HandleKeys ; Do the generic key handlers
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bcs :do_more
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brl :do_render
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:do_more
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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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bcc *+5
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brl :do_render
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inc StartX
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pei StartX
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pei StartY
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_GTESetBG0Origin
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brl :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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bne *+5
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brl :do_render
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dec StartX
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pei StartX
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pei StartY
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_GTESetBG0Origin
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brl :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 StartY
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pei StartX
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pei StartY
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_GTESetBG0Origin
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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 StartY
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pei StartX
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pei StartY
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_GTESetBG0Origin
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bra :do_render
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:not_w
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:do_render
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lda StartX
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lsr
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pha
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lda StartY
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lsr
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pha
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_GTESetBG1Origin
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lda StartX
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and #$0001 ; Select alternate BG1 based on LSB of primary
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pha
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_GTERender
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; Update the performance counters
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inc frameCount
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pha
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_GTEGetSeconds
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pla
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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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_GTEShutDown
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Quit
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_QuitGS qtRec
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bcs Fatal
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Fatal brk $00
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qtRec adrl $0000
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da $00
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; Color palette
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MyDirectPage ds 2
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SetLimits
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pha ; Allocate space for width (in tiles), height (in tiles), pointer
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pha
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pha
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pha
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_GTEGetBG0TileMapInfo
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pla
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sta TileMapWidth
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pla
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sta TileMapHeight
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pla
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pla ; discard the pointer
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pha ; Allocate space for x, y, width, height
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pha
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pha
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pha
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_GTEGetScreenInfo
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pla
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pla ; Discard screen corner
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pla
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sta ScreenWidth
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pla
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sta ScreenHeight
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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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; Check if the current StartX and StartY are out of bounds
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lda StartX
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cmp MaxBG0X
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bcc :x_ok
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lda MaxBG0X
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:x_ok pha
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lda StartY
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cmp MaxBG0Y
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bcc :y_ok
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lda MaxBG0Y
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:y_ok pha
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_GTESetBG0Origin
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rts
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BG1DataFile strl '1/bg1.bin'
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BG2DataFile strl '1/bg2.bin'
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frameCount equ 24
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PUT ../StartUp.s
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PUT ../../shell/Overlay.s
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PUT gen/App.TileMapBG0.s
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