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Groundwork for optimizing terrain clipping in merged renderer
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@ -39,7 +39,7 @@ lastCompiledTerrainY = $75 ; The highest Y value that the compiled renderer must
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; Terrain constants
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TERRAINWIDTH = 640 ; In pixels
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MAXTERRAINHEIGHT = 100 ; In pixels
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COMPILEDTERRAINROW = TERRAINWIDTH/4+3 ; In words, +2 to make room for clipping jump at end of row
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COMPILEDTERRAINROW = TERRAINWIDTH/4+3 ; In words, +3 to make room for clipping jump at end of row
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VISIBLETERRAINWIDTH = TERRAINWIDTH/4 ; In words- width minus jump return padding
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VISIBLETERRAINWINDOW = 80 ; In words
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MAXSPANSPERROW = 15
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@ -31,7 +31,7 @@ beginGameplay:
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jsr generateTerrain
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; Create players
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lda #106;#56
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lda #56
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ldy #0
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jsr playerCreate
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@ -48,35 +48,24 @@ beginGameplay:
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jsr compileTerrain
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jsr clipTerrain
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jsl renderTerrainSpans
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gameplayLoop:
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jsr syncVBL
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BORDER_COLOR #$0
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; Render the terrain if needed
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lda terrainDirty
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beq gameplayLoopKbd
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BORDER_COLOR #$3
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jsl renderTerrainSpans
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jsr renderTerrain
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stz terrainDirty
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BORDER_COLOR #$1
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; Render players
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jsr renderPlayers
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gameplayLoopKbd:
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lda projectileActive
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bpl gameplayLoopShotTracking ; Skip input during shots
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;;;;;;;;;;;
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; Update
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;
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; lda projectileActive
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; bpl gameplayLoopShotTracking ; Skip input during shots
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; Check for keys down
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jsr kbdScan
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; Check for pause
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lda paused
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bne gameplayLoopEndFrame
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; lda paused
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; bne gameplayLoopEndFrame
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gameplayLoopScroll:
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@ -99,20 +88,42 @@ gameplayLoopPower:
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gameplayLoopFire:
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lda fireRequested
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beq gameplayLoopProjectiles
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beq gameplayLoopRender
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jsr fire
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gameplayLoopProjectiles:
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gameplayLoopRender:
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sta KBDSTROBE
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jsr unrenderProjectiles
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jsr updateProjectilePhysics
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jsr protectProjectiles
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jsr renderProjectiles
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jsr updateProjectileCollisions
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lda turnRequested
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beq gameplayLoopVictoryCondition
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jsr endTurn
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;;;;;;;;;;;
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; Render
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;
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; Render the terrain if needed
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; lda terrainDirty
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; beq gameplayLoopProjectiles
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BORDER_COLOR #$3
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jsr unclipTerrain
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jsl unrenderTerrainSpans
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jsr clipTerrain
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jsl renderTerrainSpans
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jsr renderTerrain
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stz terrainDirty
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BORDER_COLOR #$1
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; Render players
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; jsr renderPlayers
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gameplayLoopProjectiles:
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; jsr unrenderProjectiles
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; jsr updateProjectilePhysics
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; jsr protectProjectiles
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; jsr renderProjectiles
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; jsr updateProjectileCollisions
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; lda turnRequested
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; beq gameplayLoopVictoryCondition
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; jsr endTurn
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gameplayLoopVictoryCondition:
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lda gameOver
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@ -127,8 +138,8 @@ gameplayLoopContinue:
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jmp gameplayLoop
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gameplayLoopShotTracking:
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jsr trackActiveShot
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bra gameplayLoopScroll
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; jsr trackActiveShot
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; bra gameplayLoopScroll
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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@ -229,8 +240,8 @@ endGame:
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scrollMap:
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jsr unclipTerrain
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jsl unrenderTerrainSpans
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jsr unrenderPlayers
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jsr unrenderProjectiles
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; jsr unrenderPlayers
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; jsr unrenderProjectiles
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sta mapScrollPos
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asl
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@ -243,9 +254,9 @@ scrollMap:
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lda #$ffff
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sta mapScrollRequested
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jsr protectPlayers
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jsr protectProjectiles
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jsr renderPlayers
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; jsr protectPlayers
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; jsr protectProjectiles
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; jsr renderPlayers
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lda #1
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sta terrainDirty
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rts
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