GSCats/gameobject.s

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;
; gameobject
; Code and data structures related to the game objects
;
; Created by Quinn Dunki on 8/13/17
;
GAMEOBJECTWIDTH = 16
GAMEOBJECTHEIGHT = 16
MAXGAMEOBJECTS = 6 ; Size of general purpose object pool
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; Base class sample:
;gameobjectData:
; .word 40 ; X pos in pixels (from right terrain edge)
; .word 38 ; Y pos in pixels (from bottom terrain edge)
; .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background 128 bytes
; .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
; .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
; .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
GO_POSX = 0 ; Byte offsets into gameobject data structure
GO_POSY = 2
GO_BACKGROUND = 4
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; placeGameObjectOnTerrain
;
; PARAML0 = Pointer to gameobject data
; Trashes SCRATCHL
;
placeGameObjectOnTerrain:
SAVE_AY
ldy #GO_POSX
lda (PARAML0),y
clc ; Map into reversed terrain X space
adc #GAMEOBJECTWIDTH
sta SCRATCHL
lda #TERRAINWIDTH
sec
sbc SCRATCHL
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and #$fffe ; Force even
tay
lda terrainData,y
clc
adc #GAMEOBJECTHEIGHT
ldy #GO_POSY
sta (PARAML0),y
RESTORE_AY
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; vramPtr
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;
; PARAML0 = Pointer to X,Y (16 bits each, Y is bottom relative)
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; X => Offset to upper left corner of VRAM, or ffff if offscreen
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;
; Trashes SCRATCHL
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;
vramPtr:
SAVE_AY
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; X
ldy #GO_POSX
lda (PARAML0),y
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lsr
cmp leftScreenEdge
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bmi vramPtrSkip ; Gameobject is off left edge of screen
cmp rightScreenEdge
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bpl vramPtrSkip ; Gameobject is off right edge of screen
sec ; Convert byte x-pos to screenspace
sbc leftScreenEdge
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sta SCRATCHL
; Y
sec
lda #200
ldy #GO_POSY
sbc (PARAML0),y
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bmi vramPtrSkip ; Gameobject is off top edge of screen
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cmp #200 - GAMEOBJECTHEIGHT
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bpl vramPtrSkip ; Gameobject is off bottom edge of screen
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asl
tax
lda vramYOffset,x
clc
adc SCRATCHL
adc #$2000
tax ; X now contains the bank address of the upper left corner
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bra vramPtrDone
vramPtrSkip:
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ldx #$ffff
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vramPtrDone:
RESTORE_AY
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderGameObject
;
; PARAML0 = Pointer to gameobject data
; A = Sprite index
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;
; Trashes SCRATCHL
;
renderGameObject:
SAVE_XY
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; Find gameobject location in video memory
jsr vramPtr
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cpx #$ffff
beq renderGameobjectDone
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; Call compiled sprite code
txy
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SAVE_AXY ; DEBUG BOUNDS RENDER
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clc
jsr DrawSpriteBank
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RESTORE_AXY ; DEBUG BOUNDS RENDER
; lda #11 ; DEBUG BOUNDS RENDER
; clc ; DEBUG BOUNDS RENDER
; jsr DrawSpriteBank ; DEBUG BOUNDS RENDER
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renderGameobjectDone:
RESTORE_XY
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; protectGameObject
;
; Saves background behind this game object
; PARAML0 = Pointer to gameobject background data
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; X = VRAM position of upper left of game object
;
; Trashes PARAML0
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;
protectGameObject:
phy
ldy #0
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lda SHADOWVRAMBANK,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+4,x
sta (PARAML0),y
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lda SHADOWVRAMBANK+6,x
sta (PARAML0),y
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lda SHADOWVRAMBANK+160,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160+2,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160+4,x
sta (PARAML0),y
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lda SHADOWVRAMBANK+160+6,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*2,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*2+2,x
sta (PARAML0),y
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lda SHADOWVRAMBANK+160*2+4,x
sta (PARAML0),y
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lda SHADOWVRAMBANK+160*2+6,x
sta (PARAML0),y
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lda SHADOWVRAMBANK+160*3,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*3+2,x
sta (PARAML0),y
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lda SHADOWVRAMBANK+160*3+4,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*3+6,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*4,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*4+2,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*4+4,x
sta (PARAML0),y
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lda SHADOWVRAMBANK+160*4+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*5,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*5+2,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*5+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*5+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*6+2,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*6+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*6+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*7,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*7+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*7+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*7+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*8,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*8+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*8+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*8+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*9,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*9+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*9+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*9+6,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*10,x
sta (PARAML0),y
iny
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lda SHADOWVRAMBANK+160*10+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*10+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*10+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*11,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*11+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*11+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*11+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*12,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*12+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*12+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*12+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*13,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*13+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*13+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*13+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*14,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*14+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*14+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*14+6,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*15,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*15+2,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*15+4,x
sta (PARAML0),y
iny
iny
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lda SHADOWVRAMBANK+160*15+6,x
sta (PARAML0),y
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ply
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rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; unrenderGameObject
;
; PARAML0 = Pointer to gameobject data
; Trashes SCRATCHL
;
unrenderGameObject:
SAVE_AXY
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; Find gameobject location in video memory
jsr vramPtr
cpx #$ffff
beq unrenderGameobjectSkip
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bra unrenderGameobjectBackground
unrenderGameobjectSkip:
jmp unrenderGameobjectDone
unrenderGameobjectBackground:
ldy #GO_BACKGROUND
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lda (PARAML0),y
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sta SHADOWVRAMBANK,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*2+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*2+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*2+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*3,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*3+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*3+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*3+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*4+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*4+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*4+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*5,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*5+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*5+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*5+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*6+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*6+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*6+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*7,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*7+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*7+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*7+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*8,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*8+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*8+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*8+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*9,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*9+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*9+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*9+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*10,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*10+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*10+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*10+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*11,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*11+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*11+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*11+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*12,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*12+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*12+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*12+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*13,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*13+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*13+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*13+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*14,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*14+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*14+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*14+6,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*15,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*15+2,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*15+4,x
iny
iny
lda (PARAML0),y
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sta SHADOWVRAMBANK+160*15+6,x
unrenderGameobjectDone:
RESTORE_AXY
rts
.macro GAMEOBJECTPTR_X
txa ; Pointer to game object type structure from index
asl
asl
asl
asl
asl
asl
asl
asl
tax
.endmacro
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; allocGameObject
;
; Returns offset of gameobject structure in X, or -1 if none available
;
allocGameObject:
SAVE_AY
ldy #0
allocGameObjectLoop:
tyx
GAMEOBJECTPTR_X
lda gameObjectPool+GO_POSX,x
bmi allocGameObjectDone
iny
cpy #MAXGAMEOBJECTS
bne allocGameObjectLoop
ldx #-1
allocGameObjectDone:
RESTORE_AY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; deleteGameObject
;
; Deletes the game object at offset X
;
deleteGameObject:
pha
lda #-1
sta gameObjectPool+GO_POSX,x
pla
rts
; A general purpose pool allocator for game objects. Useful
; for those times you need an object, but not a full fledged
; Player, Projectile, or other subclass.
gameObjectPool:
.word -1 ; X pos in pixels (from right terrain edge)
.word 0 ; Y pos in pixels (from bottom terrain edge)
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background 128 bytes
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.repeat 124
.byte 0 ; Padding to 256-byte boundary
.endrepeat
.word -1 ; X pos in pixels (from right terrain edge)
.word 0 ; Y pos in pixels (from bottom terrain edge)
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background 128 bytes
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.repeat 124
.byte 0 ; Padding to 256-byte boundary
.endrepeat
.word -1 ; X pos in pixels (from right terrain edge)
.word 0 ; Y pos in pixels (from bottom terrain edge)
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background 128 bytes
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.repeat 124
.byte 0 ; Padding to 256-byte boundary
.endrepeat
.word -1 ; X pos in pixels (from right terrain edge)
.word 0 ; Y pos in pixels (from bottom terrain edge)
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background 128 bytes
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.repeat 124
.byte 0 ; Padding to 256-byte boundary
.endrepeat
.word -1 ; X pos in pixels (from right terrain edge)
.word 0 ; Y pos in pixels (from bottom terrain edge)
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background 128 bytes
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.repeat 124
.byte 0 ; Padding to 256-byte boundary
.endrepeat
.word -1 ; X pos in pixels (from right terrain edge)
.word 0 ; Y pos in pixels (from bottom terrain edge)
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background 64 bytes
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.repeat 124
.byte 0 ; Padding to 256-byte boundary
.endrepeat