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Started on 2D tile routines, starting with the loading and boundary crossing logic
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321
Platform/Apple/virtual/src/tile/tile.s
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321
Platform/Apple/virtual/src/tile/tile.s
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;@com.wudsn.ide.asm.hardware=APPLE2
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; Tile routines
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; ------------------
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;
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* = $6000
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; Global definitions
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!source "../include/global.i"
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!source "../include/mem.i"
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!source "../include/plasma.i"
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HEADER_LENGTH=6
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SECTION_WIDTH=22
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SECTION_HEIGHT=23
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VIEWPORT_WIDTH=9
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VIEWPORT_HEIGHT=9
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VIEWPORT_VERT_PAD=0 ; This is the distance between the center of the viewport and the top/bottom
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VIEWPORT_HORIZ_PAD=4 ; This is the distance between the center of the viewport and the left/right
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MAX_MAP_ID=254 ; This means that the total map area can be as big as 5588x5842 tiles!
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REL_X=$50 ; Will always be in the range 0-43
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REL_Y=$51 ; Will always be in the range 0-45
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; Map quadrant data pointers
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NW_MAP_LOC=$52
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NE_MAP_LOC=$54
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SW_MAP_LOC=$56
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SE_MAP_LOC=$58
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; Map section IDs (255 = not loaded)
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NOT_LOADED=$FF
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NW_MAP_ID=$5A
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NE_MAP_ID=$5B
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SW_MAP_ID=$5C
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SE_MAP_ID=$5D
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NORTH =0
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EAST =1
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SOUTH =2
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WEST =3
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; >> INIT (reset map drawing vars)
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INIT
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LDA #NOT_LOADED
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STA NW_MAP_ID
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STA NE_MAP_ID
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STA SW_MAP_ID
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STA SE_MAP_ID
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LDX VIEWPORT_HORIZ_PAD
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LDY VIEWPORT_VERT_PAD
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JSR SET_XY
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RTS
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;----------------------------------------------------------------------
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; >> LOAD MAP SECTION
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; Section number is in A
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; Returns location of loaded data (Y = hi, X = lo)
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; First 6 bytes are header information
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; 0 Resource ID of next map section (north), FF = none
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; 1 Resource ID of next map section (east), FF = none
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; 2 Resource ID of next map section (south), FF = none
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; 3 Resource ID of next map section (west), FF = none
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; 4 Tileset resouce id
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; 5 Resource ID of script library (if any)
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LOAD_SECTION
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CMP #$FF
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BNE .doLoad
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LDX #00 ; This is a bogus map section, don't load
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LDY #00
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RTS
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.doLoad
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;INSERT LOADER HERE
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RTS
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!loadSection ptr {
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JSR LOAD_SECTION
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STX ptr
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STY ptr+1
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}
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;----------------------------------------------------------------------
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; >> RELEASE MAP SECTION
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!macro releaseMapSection resourceId {
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; --> free up unused resource
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}
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;----------------------------------------------------------------------
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; >> LOAD TILES
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; Load tile resource (A = Resource ID)
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;----------------------------------------------------------------------
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; >> MOVE NORTH
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; Check for boundary
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; If none, check for map boundary
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; If so, move to bottom of next map
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; If not at boundary
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; Move up one row
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; Check to see if viewport is crossing section boundary;
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; Does new location have a script assigned?
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; execute script
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;----------------------------------------------------------------------
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; >> MOVE EAST
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; (same as move north, might be able to overlap functionality)
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;----------------------------------------------------------------------
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; >> MOVE SOUTH
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; (same as move north, might be able to overlap functionality)
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;----------------------------------------------------------------------
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; >> MOVE WEST
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; (same as move north, might be able to overlap functionality)
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;----------------------------------------------------------------------
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; >> GET TILE IN CARDINAL DIRECTION AND FLAGS
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; (Returns Tile # in Y, Flags in A)
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; Each tile in memory can be 0-64, the flags are the upper 3 bits
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; 0 0 0
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; | | `- Boundary (Can not cross)
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; | `--- Requires special (rope, raft, etc)
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; `----- Script assigned, triggers script lookup
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;----------------------------------------------------------------------
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; >> SET X,Y COORDINATES
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SET_XY
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STX REL_X
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STY REL_Y
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RTS
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;----------------------------------------------------------------------
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; >> TRIGGER SCRIPT AT TILE (X,Y = Coordinates in section)
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;----------------------------------------------------------------------
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!macro move_zp_word from, to {
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ldx #from
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ldy #to
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jsr move_zp_word
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}
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!macro move_byte from, to {
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LDX from
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STX to
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}
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move_zp_word
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; Move a two-byte word from (X) to (Y)
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lda $00,X
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sta $00,Y
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lda $01,X
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sta $01,Y
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rts
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; >> CROSS NORTH BOUNDARY (Load next section to the north)
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!zone
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CROSS_NORTH
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!releaseMapSection SW_MAP_ID
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!releaseMapSection SE_MAP_ID
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LDA REL_Y
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CLC
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ADC #SECTION_HEIGHT
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STA REL_Y
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!move_byte NW_MAP_ID, SW_MAP_ID
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!movezp_word NW_MAP_LOC, SW_MAP_LOC
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!move_byte NE_MAP_ID, SE_MAP_ID
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!movezp_word NE_MAP_LOC, SE_MAP_LOC
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LDA REL_X
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CMP SECTION_WIDTH+VIEWPORT_HORIZ_PAD
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BGE .1
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.nw ; Get new NW section
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LDA (SW_MAP_LOC)
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STA NW_MAP_ID
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!loadSection NW_MAP_LOC
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LDA REL_X
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CMP SECTION_WIDTH-VIEWPORT_HORIZ_PAD
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BGE .2
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; Skip the NE quadrant if not visible
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LDA #$FF
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STA NE_MAP_ID
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RTS
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; Skip the NW quadrant if not visible
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.1 LDA #$FF
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STA NW_MAP_ID
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.2 ; Get the new NE section
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LDA (SE_MAP_LOC)
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STA NE_MAP_ID
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!loadSection NE_MAP_LOC
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RTS
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;----------------------------------------------------------------------
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; >> CROSS EAST BOUNDARY (Load next section to the east)
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!zone
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CROSS_EAST
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!releaseMapSection NW_MAP_ID
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!releaseMapSection SW_MAP_ID
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LDA REL_X
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SEC
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SBC #SECTION_WIDTH
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STA REL_X
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!move_byte NE_MAP_ID, NW_MAP_ID
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!movezp_word NE_MAP_LOC, NW_MAP_LOC
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!move_byte SE_MAP_ID, SW_MAP_ID
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!movezp_word SE_MAP_LOC, SW_MAP_LOC
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LDA REL_Y
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CMP SECTION_HEIGHT+VIEWPORT_VERT_PAD
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BGE .1
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; Get new NE section
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LDY #EAST
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LDA (NW_MAP_LOC),Y
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STA NE_MAP_ID
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!loadSection NE_MAP_LOC
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LDA REL_Y
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CMP SECTION_HEIGHT-VIEWPORT_VERT_PAD
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BGE .2
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; Skip the SE quadrant if not visible
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LDA #$FF
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STA SE_MAP_ID
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RTS
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; Skip the NE quadrant if not visible
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.1 LDA #$FF
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STA NE_MAP_ID
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.2 ; Get the new SE section
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LDY #EAST
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LDA (SW_MAP_LOC),Y
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STA SE_MAP_ID
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!loadSection SE_MAP_LOC
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RTS
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;----------------------------------------------------------------------
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; >> CROSS SOUTH BOUNDARY (Load next section to the south)
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!zone
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CROSS_SOUTH
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!releaseMapSection NW_MAP_ID
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!releaseMapSection NE_MAP_ID
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LDA REL_Y
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SEC
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SBC #SECTION_HEIGHT
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STA REL_Y
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!move_byte SW_MAP_ID, NW_MAP_ID
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!movezp_word SW_MAP_LOC, NW_MAP_LOC
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!move_byte SE_MAP_ID, NE_MAP_ID
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!movezp_word SE_MAP_LOC, NE_MAP_LOC
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LDA REL_X
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CMP SECTION_WIDTH+VIEWPORT_HORIZ_PAD
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BGE .1
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; Get new SW section
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LDY #SOUTH
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LDA (NW_MAP_LOC),Y
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STA SW_MAP_ID
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!loadSection SW_MAP_LOC
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LDA REL_X
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CMP SECTION_WIDTH-VIEWPORT_HORIZ_PAD
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BGE .2
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; Skip the NE quadrant if not visible
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LDA #$FF
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STA SE_MAP_ID
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RTS
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; Skip the NW quadrant if not visible
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.1 LDA #$FF
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STA SW_MAP_ID
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.2 ; Get the new SE section
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LDY #SOUTH
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LDA (SE_MAP_LOC),Y
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STA SE_MAP_ID
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!loadSection SE_MAP_LOC
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RTS
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;----------------------------------------------------------------------
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; >> CROSS WEST BOUNDARY (load next section to the west)
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!zone
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CROSS_WEST
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!releaseMapSection NE_MAP_ID
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!releaseMapSection SE_MAP_ID
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LDA REL_X
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CLC
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ADC #SECTION_WIDTH
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STA REL_X
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!move_byte NW_MAP_ID, NE_MAP_ID
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!movezp_word NW_MAP_LOC, NE_MAP_LOC
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!move_byte SW_MAP_ID, SE_MAP_ID
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!movezp_word SW_MAP_LOC, SE_MAP_LOC
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LDA REL_Y
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CMP SECTION_HEIGHT+VIEWPORT_VERT_PAD
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BGE .1
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; Get new NW section
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LDY #WEST
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LDA (NE_MAP_LOC),Y
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STA NW_MAP_ID
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!loadSection NW_MAP_LOC
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LDA REL_Y
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CMP SECTION_HEIGHT-VIEWPORT_VERT_PAD
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BGE .2
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; Skip the SW quadrant if not visible
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LDA #$FF
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STA SW_MAP_ID
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RTS
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; Skip the NE quadrant if not visible
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.1 LDA #$FF
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STA NW_MAP_ID
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.2 ; Get the new SE section
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LDY #WEST
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LDA (SE_MAP_LOC),Y
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STA SW_MAP_ID
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!loadSection SW_MAP_LOC
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RTS
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;----------------------------------------------------------------------
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; >> SET PLAYER TILE (A = tile)
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;----------------------------------------------------------------------
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; >> SET NPC TILE (A = tile, X,Y = coordinates in section)
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;----------------------------------------------------------------------
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; >> DRAW
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!zone draw
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DRAW
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; For each quadrant, display relevant parts of screen
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.checkNorthQuads
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LDA REL_Y
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CMP SECTION_HEIGHT+VIEWPORT_VERT_PAD
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BGE .checkSouthQuads
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; Check for NW quadrant area
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; Check for NE quadrant area
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.checkSouthQuads
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; Check for SW quadrant area
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; Check for SE quadrand area
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RTS
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.mainDraw
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; Identify start of map data (upper left)
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; Display row of tiles
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; Get tile
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; Is there a NPC there?
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; No, use map tile
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; Yes, use NPC tile
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; Compare tile to last-drawn tile
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; Skip if no change
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; Is this the first time we're drawing this row?
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; -- It is, update the draw pointers
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; If tile is different then redraw
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; -- unrolled loop for 16 rows at a time
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; Increment row
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; Draw player
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