GSCats/terrain.s

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;
; terrain
;
; Created by Quinn Dunki on 7/29/17
;
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TERRAINWIDTH = 640 ; In pixels
MAXTERRAINHEIGHT = 100 ; In pixels
COMPILEDTERRAINROW = TERRAINWIDTH/4+3 ; In words, +2 to make room for clipping jump at end of row
VISIBLETERRAINWIDTH = TERRAINWIDTH/4 ; In words- width minus jump return padding
VISIBLETERRAINWINDOW = 80 ; In words
MAXSPANSPERROW = 15
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderTerrain
;
; No stack operations permitted here!
;
; Trashes all registers
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;
renderTerrain:
FASTGRAPHICS
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lda #0
sta SCRATCHL2 ; Row counter
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lda #$5f1f ; 4 Point stack to end of VRAM
tcs ; 2
sec
lda #compiledTerrainEnd-VISIBLETERRAINWINDOW-3
sbc mapScrollPos
sta PARAML0
renderTerrainLoop:
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; Note that DP register is normally $0000, so that is used as the BG/BG case
lda #$0011 ; BG/FG
ldx #$1111 ; FG/FG
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ldy #$1100 ; FG/BG
jmp (PARAML0)
renderRowComplete:
lda PARAML0
sec
sbc #COMPILEDTERRAINROW
sta PARAML0
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tsc
clc
adc #320
tcs
lda SCRATCHL2
inc
cmp #MAXTERRAINHEIGHT
beq renderTerrainDone
sta SCRATCHL2
bra renderTerrainLoop
renderTerrainDone:
SLOWGRAPHICS
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderTerrainSpans:
;
;
renderTerrainSpans:
pha
lda #MAXTERRAINHEIGHT-1;-7;-36
renderTerrainSpansLoop:
sta PARAML1
jsr renderTerrainRowSpans
dec
bpl renderTerrainSpansLoop
;brk
pla
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderTerrainRowSpans:
;
; PARAML1 = Row index (bottom relative)
;
; Trashes SCRATCHL,SCRATCHL2,PARAML0
;
renderTerrainRowSpans:
SAVE_AXY
; Find row data
lda PARAML1
asl ; Shifts must match MAXSPANSPERROW*2 + 2
asl
asl
asl
asl
tay
lda terrainSpanData,y
sta SCRATCHL ; Track span color
; Find VRAM row
lda #200
sec
sbc PARAML1
tax
jsr enableFillMode
asl
tax
lda vramYOffset,x
clc
adc #$2000
tax
adc #160
sta PARAML0 ; Watch for end of VRAM row
; Find span that intersects left logical edge
lda #0
clc
renderTerrainRowSpansFindLeftLoop:
adc terrainSpanData+2,y
cmp leftScreenEdge
bpl renderTerrainRowSpansFoundLeft
iny
iny
pha
lda SCRATCHL
eor #%110000 ; Toggle span color cache
sta SCRATCHL
pla
bra renderTerrainRowSpansFindLeftLoop
renderTerrainRowSpansFoundLeft:
sec
sbc leftScreenEdge ; A now holds remainder of leftmost span
; and Y points to leftmost span
renderTerrainRowSpansLoop:
sta SCRATCHL2
; Set fill mode byte for this span
lda SCRATCHL
sta VRAMBANK,x
; Advance to end of span
clc
txa
adc SCRATCHL2
cmp PARAML0
bpl renderTerrainRowSpansDone
tax
; Prepare for next span
iny
iny
lda SCRATCHL
eor #%110000 ; Toggle span color cache
sta SCRATCHL
lda terrainSpanData+2,y
bra renderTerrainRowSpansLoop
renderTerrainRowSpansDone:
RESTORE_AXY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderTerrainFillMode:
;
; Trashes all registers
;
renderTerrainFillMode:
jsr renderTerrainSpans
brk
SAVE_AXY
ldy #0
ldx #200-MAXTERRAINHEIGHT
renderTerrainFillModeLoop:
jsr enableFillMode
sty PARAML1
jsr renderTerrainRowFillMode
inx
iny
cpy #MAXTERRAINHEIGHT
bmi renderTerrainFillModeLoop
renderTerrainFillModeDone:
brk
RESTORE_AXY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderTerrainRowFillMode:
;
; PARAML1 = Row index (top relative)
;
; Trashes PARAML1
;
renderTerrainRowFillMode:
SAVE_AXY
lda PARAML1
asl
tay
ldx vramYOffset,y
stz renderTerrainRowFillCurrent
sec
lda #MAXTERRAINHEIGHT
sbc PARAML1
sta PARAML1
ldy leftScreenEdge
sty renderTerrainRowFillColumn
renderTerrainRowFillModeColumnLoop:
tya
asl
tay
lda terrainData,y
cmp PARAML1
bmi renderTerrainRowFillModeBlack
lda renderTerrainRowFillCurrent
cmp #$10
beq renderTerrainRowFillModeColumnLoopNext
lda #$10
sta renderTerrainRowFillCurrent
sta VRAM+(200-MAXTERRAINHEIGHT)*160,x
renderTerrainRowFillModeColumnLoopNext:
inx
inc renderTerrainRowFillColumn
ldy renderTerrainRowFillColumn
cpy rightScreenEdge
bne renderTerrainRowFillModeColumnLoop
renderTerrainRowFillModeDone:
RESTORE_AXY
rts
renderTerrainRowFillModeBlack:
lda renderTerrainRowFillCurrent
cmp #$70
beq renderTerrainRowFillModeColumnLoopNext
lda #$70
sta renderTerrainRowFillCurrent
sta VRAM+(200-MAXTERRAINHEIGHT)*160,x
bra renderTerrainRowFillModeColumnLoopNext
renderTerrainRowFillCurrent:
.word 0
renderTerrainRowFillColumn:
.word 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; craterTerrain
;
; PARAML0 = X pos of center in pixels from logical left terrain edge
; PARAML1 = Y pos of center in pixels from bottom terrain edge
; Y = Radius of circle, in pixels
;
; Trashes SCRATCHL
craterTerrain:
SAVE_AX
lda #TERRAINWIDTH ; Convert X pos to terrain-right byte count
sec
sbc PARAML0
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sty SCRATCHL ; Center width in bytes
sbc SCRATCHL
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and #$fffe ; Force even
clc
adc #terrainData
sta PARAML0
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lda circleTable,y ; Look up circle data
sta SCRATCHL
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tya ; Iterate over diameter
asl
tay
craterTerrainLoop:
dey
dey
bmi craterTerrainDone
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tya
clc
adc PARAML0 ; Clip to terrain edges
cmp #terrainData
bmi craterTerrainDone
cmp #terrainDataEnd
bpl craterTerrainLoop
lda (SCRATCHL),y ; Fetch circle Y value
clc
adc PARAML1 ; Convert to terrain-space
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bmi craterTerrainZero
sta SCRATCHL2
lda (PARAML0),y
cmp SCRATCHL2
bmi craterTerrainLoop
lda SCRATCHL2 ; Circle value is lower, so use that
sta (PARAML0),y
bra craterTerrainLoop
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craterTerrainZero: ; Circle went negative so clip to 0
lda #0
sta (PARAML0),y
bra craterTerrainLoop
craterTerrainDone:
lda #1
sta terrainDirty
RESTORE_AX
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; clipTerrain
;
;
clipTerrain:
SAVE_AXY
sec
lda #COMPILEDTERRAINROW*MAXTERRAINHEIGHT-3
sbc mapScrollPos
tay
ldx #MAXTERRAINHEIGHT
clipTerrainLoop:
clc ; Compute buffer to for saved data
txa
asl
asl
adc #clippedTerrainData-4
sta PARAML0
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lda compiledTerrain,y
sta (PARAML0) ; Preserve data we're overwriting
inc PARAML0
inc PARAML0
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and #$ff00
ora #$004c ; jmp in low byte
sta compiledTerrain,y
iny
lda compiledTerrain,y
sta (PARAML0) ; Preserve data we're overwriting
lda #renderRowComplete
sta compiledTerrain,y
tya
sec
sbc #COMPILEDTERRAINROW+1
tay
dex
bne clipTerrainLoop
RESTORE_AXY
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; unclipTerrain
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;
;
unclipTerrain:
SAVE_AXY
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sec
lda #COMPILEDTERRAINROW*MAXTERRAINHEIGHT-3
sbc mapScrollPos
tay
ldx #MAXTERRAINHEIGHT
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unclipTerrainLoop:
clc ; Compute buffer that saved data is in
txa
asl
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asl
adc #clippedTerrainData-4
sta PARAML0
lda (PARAML0)
sta compiledTerrain,y
inc PARAML0
inc PARAML0
iny
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lda (PARAML0)
sta compiledTerrain,y
tya
sec
sbc #COMPILEDTERRAINROW+1
tay
dex
bne unclipTerrainLoop
RESTORE_AXY
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; compileTerrain
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;
;
;
compileTerrain:
SAVE_AY
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ldy #0
lda #compiledTerrain
sta PARAML0
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compileTerrainLoop:
sty PARAML1
jsr compileTerrainRow
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iny
cpy #MAXTERRAINHEIGHT
beq compileTerrainDone
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clc
lda #COMPILEDTERRAINROW
adc PARAML0
sta PARAML0
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bra compileTerrainLoop
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compileTerrainDone:
jsr compileTerrainSpans
RESTORE_AY
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; compileTerrainRow
;
; PARAML0 = Start of compiled row data
; PARAML1 = Row index
;
; Note: DA = PHX = FG/FG
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; 48 = PHA = FG/BG
; 5A = PHY = BG/FG
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; 0B = PHD = BG/BG
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compileTerrainRow:
SAVE_AXY
ldy #0
ldx #0
compileTerrainColumnLoop:
stz compileTerrainOpcode
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; Check column 0
lda terrainData,x
cmp PARAML1
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bcc compileTerrainColumn0BG
beq compileTerrainColumn0BG
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; Column 0 is FG, so check column 1
inx
inx
lda terrainData,x
cmp PARAML1
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bcc compileTerrainColumn1BG
beq compileTerrainColumn1BG
; Columns 0 and 1 are FG/FG, so PHX
lda #$00da
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compileTerrainColumn2:
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sta compileTerrainOpcode ; Cache results so far
; Check column 2
inx
inx
lda terrainData,x
cmp PARAML1
bcc compileTerrainColumn2BG
beq compileTerrainColumn2BG
; Column 2 is FG, so check column 3
inx
inx
lda terrainData,x
cmp PARAML1
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bcc compileTerrainColumn3BG
beq compileTerrainColumn3BG
; Columns 2 and 3 are FG/FG, so PHX
lda compileTerrainOpcode
ora #$da00
compileTerrainColumnStore:
sta (PARAML0),y
inx
inx
iny
iny
cpy #VISIBLETERRAINWIDTH
bne compileTerrainColumnLoop
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RESTORE_AXY
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rts
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compileTerrainColumn0BG:
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; Column 0 is BG, so check column 1
inx
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inx
lda terrainData,x
cmp PARAML1
bcc compileTerrainColumn01BG
beq compileTerrainColumn01BG
; Columns 0 and 1 are BG/FG, so PHA
lda #$0048
bra compileTerrainColumn2
compileTerrainColumn01BG:
; Columns 0 and 1 are BG/BG, so PHD
lda #$000b
bra compileTerrainColumn2
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compileTerrainColumn1BG:
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; Columns 0 and 1 are FG/BG, so PHY
lda #$005a
bra compileTerrainColumn2
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compileTerrainColumn2BG:
; Column 2 is BG, so check column 3
inx
inx
lda terrainData,x
cmp PARAML1
bcc compileTerrainColumn23BG
beq compileTerrainColumn23BG
; Columns 2 and 3 are BG/FG, so PHA
lda compileTerrainOpcode
ora #$4800
bra compileTerrainColumnStore
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compileTerrainColumn23BG:
; Columns 2 and 3 are BG, so PHD
lda compileTerrainOpcode
ora #$0b00
bra compileTerrainColumnStore
compileTerrainColumn3BG:
; Columns 2 and 3 are FG/BG, so PHY
lda compileTerrainOpcode
ora #$5a00
bra compileTerrainColumnStore
compileTerrainOpcode:
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.word 0
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; compileTerrainSpans:
;
;
compileTerrainSpans:
pha
lda #0; MAXTERRAINHEIGHT-7; 0
compileTerrainSpansLoop:
sta PARAML1
jsr compileTerrainSpansRow
lda PARAML1
inc
cmp #MAXTERRAINHEIGHT
bne compileTerrainSpansLoop
pla
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; compileTerrainSpansRow:
;
; PARAML1 = Row index (bottom relative)
;
; Trashes SCRATCHL
;
compileTerrainSpansRow:
SAVE_AXY
lda PARAML1
asl ; Shifts must match MAXSPANSPERROW*2 + 2
asl
asl
asl
asl
clc
adc #terrainSpanData
sta SCRATCHL
ldy #0
ldx #TERRAINWIDTH-2
lda terrainData,x ; Figure out start value for row
cmp PARAML1
bcs compileTerrainSpansRowInitGreen
compileTerrainSpansRowInitBlack:
lda #$0020 ; First span is black
sta (SCRATCHL) ; Initialize the row
inc SCRATCHL
inc SCRATCHL
ldy #-1
compileTerrainSpansRowBlackStart:
iny
compileTerrainSpansRowBlackLoop:
lda terrainData,x
cmp PARAML1
bcs compileTerrainSpansBlackEnd
dex
dex
iny
cpx #-2
bne compileTerrainSpansRowBlackLoop
compileTerrainSpansBlackEnd:
BREAK
tya ; Store this span's length
sta (SCRATCHL)
inc SCRATCHL
inc SCRATCHL
dex ; Begin searching for next span
dex
cpx #0
bmi compileTerrainSpansRowDone
ldy #0
bra compileTerrainSpansRowGreenStart
compileTerrainSpansRowDone:
RESTORE_AXY
rts
compileTerrainSpansRowInitGreen:
lda #$0010 ; First span is green
sta (SCRATCHL) ; Initialize the row
inc SCRATCHL
inc SCRATCHL
ldy #-1
compileTerrainSpansRowGreenStart:
iny
compileTerrainSpansRowGreenLoop:
lda terrainData,x
cmp PARAML1
bcc compileTerrainSpansGreenEnd
dex
dex
iny
cpx #-2
bne compileTerrainSpansRowGreenLoop
compileTerrainSpansGreenEnd:
; iny
; lda #1 ;
; sta breakpoint ;
tya ; Store this span's length
sta (SCRATCHL)
inc SCRATCHL
inc SCRATCHL
dex ; Begin searching for next span
dex
cpx #0
bmi compileTerrainSpansRowDone
ldy #0
bra compileTerrainSpansRowBlackStart
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; generateTerrain
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;
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; Trashes everything
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;
generateTerrain:
ldy #0
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ldx #0
lda #terrainData
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sta SCRATCHL
generateTerrainLoop:
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lda sineTable,x
lsr
lsr
clc
adc #30
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sta (SCRATCHL),y
iny
iny
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inx
inx
inx
inx
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txa
and #$03ff
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tax
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cpy #TERRAINWIDTH
bne generateTerrainLoop
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; lda #1 ; Debug values
; sta terrainData
; lda #2
; sta compiledTerrain-4
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rts
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; Terrain data, stored as height values 2 pixels wide (bytes)
terrainData:
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.repeat TERRAINWIDTH/2
.word 0
.endrepeat
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terrainDataEnd:
compiledTerrain:
.repeat COMPILEDTERRAINROW * MAXTERRAINHEIGHT
.byte 0
.endrepeat
compiledTerrainEnd:
clippedTerrainData:
.repeat MAXTERRAINHEIGHT
.byte 0,0,0,0 ; xx,jmp,addr
.endrepeat
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terrainSpanData:
.repeat MAXTERRAINHEIGHT
.word 0 ; Start value (0=BG)
.repeat MAXSPANSPERROW
.word 0 ; Length (in bytes)
.endrepeat
.endrepeat