mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-18 15:07:24 +00:00
608 lines
17 KiB
ArmAsm
608 lines
17 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 Tool222.Macs.s
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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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; 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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StartX equ 4
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StartY equ 6
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tmp0 equ 8
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TSet EXT
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; Typical init
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phk
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plb
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stz StartX
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stz StartY
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sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program
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_MTStartUp ; GTE requires the miscellaneous toolset to be running
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jsr GTEStartUp ; Load and install the GTE User Tool
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; Load a tileset
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pea #^TSet
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pea #TSet
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_GTELoadTileSet
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pea $0000
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pea #^MyPalette
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pea #MyPalette
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_GTESetPalette
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pea #256
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pea #176
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_GTESetScreenMode
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; Set up our level data
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jsr BG0SetUp
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; Initialize the sprite's global position (this is tracked outside of the tile engine)
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lda #64
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sta PlayerX
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sta PlayerY
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stz MapScreenX
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stz MapScreenY
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; Add a sprite to the engine and save its sprite
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HERO_DOWN_ID equ {SPRITE_16X16+1}
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HERO_DOWN_VBUFF equ VBUFF_SPRITE_START+0*VBUFF_SPRITE_STEP
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HERO_SIDE_ID equ {SPRITE_16X16+5}
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HERO_SIDE_VBUFF equ VBUFF_SPRITE_START+1*VBUFF_SPRITE_STEP
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HERO_UP_ID equ {SPRITE_16X16+9}
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HERO_UP_VBUFF equ VBUFF_SPRITE_START+2*VBUFF_SPRITE_STEP
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HERO_SLOT equ 0
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OKTOROK_ID equ {SPRITE_16X16+79}
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OKTOROK_VBUFF equ VBUFF_SPRITE_START+3*VBUFF_SPRITE_STEP
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OKTOROK_SLOT_1 equ 1
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OKTOROK_SLOT_2 equ 2
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OKTOROK_SLOT_3 equ 3
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OKTOROK_SLOT_4 equ 4
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; Create the sprite stamps for this scene
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pea HERO_DOWN_ID ; sprint id
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pea HERO_DOWN_VBUFF ; vbuff address
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_GTECreateSpriteStamp
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pea HERO_SIDE_ID ; sprint id
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pea HERO_SIDE_VBUFF ; vbuff address
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_GTECreateSpriteStamp
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pea HERO_UP_ID ; sprint id
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pea HERO_UP_VBUFF ; vbuff address
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_GTECreateSpriteStamp
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pea OKTOROK_ID ; sprint id
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pea OKTOROK_VBUFF ; vbuff address
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_GTECreateSpriteStamp
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pea HERO_DOWN_ID
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lda PlayerX
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pha
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lda PlayerY
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pha
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pea HERO_SLOT
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_GTEAddSprite
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pea HERO_SLOT
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pea $0000 ; with these flags (h/v flip)
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pea HERO_DOWN_VBUFF ; and use this stamp
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_GTEUpdateSprite
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; Add 4 octoroks
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ldx #0
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:oktorok_loop
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phx ; save the index
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txa ; calculate the SLOT ID
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lsr
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inc
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tay
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; _GTEUpdateSprite parameters
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phy
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pea $0000 ; with these flags (h/v flip)
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pea OKTOROK_VBUFF ; and use this stamp
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; _GTEAddSprite parameters
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pea OKTOROK_ID
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lda OktorokX,x
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pha
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lda OktorokY,x
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pha
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phy
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_GTEAddSprite
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_GTEUpdateSprite
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plx
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dex
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dex
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bpl :oktorok_loop
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; Draw the initial screen
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pea $0000
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_GTERender
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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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lda #2
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jsr _SetBorderColor
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pha
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_GTEReadControl
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pla
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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_sword
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:no_sword
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; Enable/disable v-sync
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lda 1,s
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bit #PAD_KEY_DOWN
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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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: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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inc PlayerX
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lda PlayerX
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cmp #128-8
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bcc *+5
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jsr TransitionRight
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pea HERO_SLOT
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pea $0000 ; no flags
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pea HERO_SIDE_VBUFF ; and use this stamp
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_GTEUpdateSprite
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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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dec PlayerX
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bpl *+5
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jsr TransitionLeft
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pea HERO_SLOT
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pea SPRITE_HFLIP
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pea HERO_SIDE_VBUFF
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_GTEUpdateSprite
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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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inc PlayerY
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pea HERO_SLOT
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pea $0000
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pea HERO_DOWN_VBUFF
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_GTEUpdateSprite
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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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dec PlayerY
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pea HERO_SLOT
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pea $0000
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pea HERO_UP_VBUFF
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_GTEUpdateSprite
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bra :do_render
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:not_w
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:do_render
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lda #3
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jsr _SetBorderColor
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pea HERO_SLOT
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lda PlayerX
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pha
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lda PlayerY
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pha
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_GTEMoveSprite
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; Based on the frame count, move an oktorok
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jsr _GetVBLTicks
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pha
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; pha ; save the vbl value for a second
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; and #$0003 ; pick which oktorok to move
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lda #4
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jsr _SetBorderColor
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plx
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phx
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lda #0
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jsr MoveEnemy
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plx
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phx
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lda #1
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; jsr MoveEnemy
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plx
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phx
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lda #2
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; jsr MoveEnemy
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plx
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lda #3
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; jsr MoveEnemy
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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 jsr _GetVBL ; 8-bit value
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; cmp #12
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; bcc :vsyncloop
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; cmp #16
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; bcs :vsyncloop ; Wait until we're within the top 4 scanlines
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lda #0
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jsr _SetBorderColor
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ldx #8
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jsr _WaitForScanline
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lda #1
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jsr _SetBorderColor
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:no_vsync
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pea $0000
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_GTERenderDirty
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; brk $03
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; lda vsync
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; beq :no_vsync2
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; lda #0
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; jsr _SetBorderColor
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:no_vsync2
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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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_QuitGS qtRec
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bcs Fatal
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Fatal brk $00
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TransitionRight
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lda MapScreenX ; Only two screens
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cmp #1
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bcs :done
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lda StartX ; Scroll 128 bytes to the right
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clc
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adc #128
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sta TransitionX
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jsr HideEnemies
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:loop lda StartX
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cmp TransitionX
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bcs :out
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clc
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adc #4
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sta StartX
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pha
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pei StartY
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_GTESetBG0Origin
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lda PlayerX
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sec
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sbc #4
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bmi :nosprite
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sta PlayerX
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pea HERO_SLOT
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lda PlayerX
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pha
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lda PlayerY
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pha
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_GTEMoveSprite
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:nosprite
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pea $0000
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_GTERender ; Do full renders since the playfield is scrolling
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bra :loop
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:out
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jsr ShowEnemies
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inc MapScreenX ; Move the index to the next screen
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:done
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rts
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TransitionLeft
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lda MapScreenX
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cmp #0
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beq :done
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jsr HideEnemies
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lda StartX ; Scroll 128 bytes to the left
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sec
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sbc #128
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sta TransitionX
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:loop lda StartX
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cmp TransitionX
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beq :out
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sec
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sbc #4
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sta StartX
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pha
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pei StartY
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_GTESetBG0Origin
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lda PlayerX
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clc
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adc #4
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cmp #128-8+1
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bcs :nosprite
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sta PlayerX
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pea HERO_SLOT
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lda PlayerX
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pha
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lda PlayerY
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pha
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_GTEMoveSprite
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:nosprite
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pea $0000
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_GTERender
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bra :loop
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:out
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jsr ShowEnemies
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dec MapScreenX ; Move the index to the next screen
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:done
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rts
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; Move an oktorok. A = 0 - 3, X = animation frame
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MoveEnemy
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phx
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tay
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iny ; Oktoroks are in slots 1 - 4
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asl
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tax ; Update this oktorok
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pla ; Pop the VBL value
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and #$007C
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lsr
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phy ; push the SLOT ID
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tay
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lda OktorokX,x
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clc
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adc OktorokDelta,y
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pha ; Push the X position
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lda OktorokY,x
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pha
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_GTEMoveSprite
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rts
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; Set the hidden flag on the enemy sprites during the screen transition
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HideEnemies
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ldx #6
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:loop
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phx
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txa
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lsr
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inc
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pha
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pea SPRITE_HIDE
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pea OKTOROK_VBUFF
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_GTEUpdateSprite
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plx
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dex
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dex
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bpl :loop
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rts
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ShowEnemies
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ldx #6
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:loop
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phx
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txa
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lsr
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inc
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pha
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pea $0000
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pea OKTOROK_VBUFF
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_GTEUpdateSprite
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plx
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dex
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dex
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bpl :loop
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rts
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ToolPath str '1/Tool160'
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MyUserId ds 2
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; Color palette
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MyPalette dw $0FDA,$08C1,$0C41,$0F93,$0777,$0FDA,$00A0,$0000,$0D20,$0FFF,$023E,$01CE,$02E3,$0870,$0F93,$0FD7
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MapScreenX ds 2
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MapScreenY ds 2
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PlayerID ds 2
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PlayerX ds 2
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PlayerY ds 2
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OktorokX dw 32,32,96,96
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OktorokY dw 64,96,56,72
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OktorokDelta dw 0,1,2,3,4,5,6,7,6,5,4,3,2,1,0,-1,-2,-3,-4,-5,-6,-7,-8,-7,-6,-5,-4,-3,-2,-1,0,0,0
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TransitionX ds 2
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TransitionY ds 2
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oldOneSecondCounter ds 2
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frameCount ds 2
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qtRec adrl $0000
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da $00
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vsync dw $8000
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_GetVBLTicks
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PushLong #0
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_GetTick
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pla
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plx
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rts
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; Load the GTE User Tool and install it
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GTEStartUp
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pea $0000
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_LoaderStatus
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pla
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pea $0000
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pea $0000
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pea $0000
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pea $0000
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pea $0000 ; result space
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lda MyUserId
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pha
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pea #^ToolPath
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pea #ToolPath
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pea $0001 ; do not load into special memory
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_InitialLoad
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bcc :ok1
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brk $01
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:ok1
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ply
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pla ; Address of the loaded tool
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plx
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ply
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ply
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pea $8000 ; User toolset
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pea $00A0 ; Set the tool set number
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phx
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pha ; Address of function pointer table
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_SetTSPtr
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bcc :ok2
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brk $02
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:ok2
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clc ; Give GTE a page of direct page memory
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tdc
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adc #$0100
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pha
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pea #0 ; Fast Mode
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lda MyUserId ; Pass the userId for memory allocation
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pha
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_GTEStartUp
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bcc :ok3
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brk $03
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:ok3
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rts
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BORDER_REG equ $E0C034 ; 0-3 = border, 4-7 Text color
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VBL_VERT_REG equ $E0C02E
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VBL_HORZ_REG equ $E0C02F
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VBL_STATE_REG equ $E0C019
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_WaitForVBL
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sep #$20
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:wait1 ldal VBL_STATE_REG ; If we are already in VBL, then wait
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bmi :wait1
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:wait2 ldal VBL_STATE_REG
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bpl :wait2 ; spin until transition into VBL
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rep #$20
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rts
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_WaitForScanline
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jsr _GetVBL
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and #$FFFE
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sta tmp0
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cpx tmp0
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bne _WaitForScanline
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rts
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_GetVBL
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sep #$20
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ldal VBL_HORZ_REG
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asl
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ldal VBL_VERT_REG
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rol ; put V5 into carry bit, if needed. See TN #39 for details.
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rep #$20
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and #$00FF
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rts
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_SetBorderColor sep #$20 ; ACC = $X_Y, REG = $W_Z
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eorl BORDER_REG ; ACC = $(X^Y)_(Y^Z)
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and #$0F ; ACC = $0_(Y^Z)
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eorl BORDER_REG ; ACC = $W_(Y^Z^Z) = $W_Y
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stal BORDER_REG
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rep #$20
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rts
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PUT gen/App.TileMapBG0.s
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