mirror of
https://github.com/blondie7575/GSCats.git
synced 2025-01-25 01:33:06 +00:00
Refactoring of gameobject rendering macros
Prep work for projectile orientation
This commit is contained in:
parent
57d2dd4575
commit
a932295552
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BIN
SpriteBank00.bin
BIN
SpriteBank00.bin
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184
gameobject.s
184
gameobject.s
@ -54,19 +54,19 @@ placeGameObjectOnTerrain:
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; VRAM_PTR
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; vramPtr
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;
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; ptr = Pointer to gameobject data
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; PARAML0 = Pointer to gameobject data
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; X => Offset to upper left corner of VRAM, or -1 if offscreen
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;
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; Trashes all registers
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; Trashes SCRATCHL
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;
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.macro VRAM_PTR ptr
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.scope
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ldy #0
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vramPtr:
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SAVE_AY
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; X
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lda ptr+GO_POSX,y
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ldy #GO_POSX
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lda (PARAML0),y
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lsr
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cmp leftScreenEdge
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@ -81,7 +81,8 @@ placeGameObjectOnTerrain:
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; Y
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sec
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lda #200
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sbc ptr+GO_POSY,y
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ldy #GO_POSY
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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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@ -100,42 +101,41 @@ vramPtrSkip:
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ldx #-1
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vramPtrDone:
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.endscope
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.endmacro
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RESTORE_AY
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; RENDER_GAMEOBJECT
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; renderGameObject
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;
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; PARAML0 = Pointer to gameobject data
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; A = Sprite index
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;
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; ptr = Pointer to gameobject data
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; Trashes SCRATCHL
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;
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.macro RENDER_GAMEOBJECT ptr,spriteIndex
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.scope
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SAVE_AXY
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renderGameObject:
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SAVE_XY
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; Find gameobject location in video memory
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VRAM_PTR ptr
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jsr vramPtr
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cpx #0
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bmi renderGameobjectDone
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; Call compiled sprite code
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txy
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lda #spriteIndex
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clc
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jsr DrawSpriteBank
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renderGameobjectDone:
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RESTORE_AXY
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.endscope
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.endmacro
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RESTORE_XY
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; protectGameObject
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;
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; Saves background behind this game object
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; A = Pointer to gameobject data
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; A = Pointer to gameobject background data
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; X = VRAM position of upper left of game object
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;
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; Trashes SCRATCHL
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@ -421,18 +421,16 @@ protectGameObject:
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; UNRENDER_GAMEOBJECT
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; unrenderGameObject
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;
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; ptr = Pointer to gameobject data
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; PARAML0 = Pointer to gameobject data
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; Trashes SCRATCHL
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;
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.macro UNRENDER_GAMEOBJECT ptr
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.scope
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unrenderGameObject:
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SAVE_AXY
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ldy #0
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; Find gameobject location in video memory
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VRAM_PTR ptr
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jsr vramPtr
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cpx #0
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bmi unrenderGameobjectSkip
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bra unrenderGameobjectBackground
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@ -441,278 +439,278 @@ unrenderGameobjectSkip:
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jmp unrenderGameobjectDone
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unrenderGameobjectBackground:
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ldy #GO_BACKGROUND
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*2+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*2+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*2+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*3,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*3+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*3+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*3+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*4+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*4+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*4+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*5,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*5+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*5+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*5+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*6+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*6+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*6+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*7,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*7+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*7+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*7+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*8,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*8+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*8+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*8+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*9,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*9+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*9+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*9+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*10,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*10+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*10+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*10+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*11,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*11+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*11+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*11+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*12,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*12+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*12+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*12+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*13,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*13+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*13+4,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*13+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*14,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*14+2,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*14+4,x
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iny
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iny
|
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*14+6,x
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iny
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iny
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*15,x
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iny
|
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iny
|
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
|
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sta SHADOWVRAMBANK+160*15+2,x
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iny
|
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iny
|
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lda ptr+GO_BACKGROUND,y
|
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lda (PARAML0),y
|
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sta SHADOWVRAMBANK+160*15+4,x
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iny
|
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iny
|
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lda ptr+GO_BACKGROUND,y
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lda (PARAML0),y
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sta SHADOWVRAMBANK+160*15+6,x
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unrenderGameobjectDone:
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RESTORE_AXY
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.endscope
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.endmacro
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rts
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|
BIN
gscats.2mg
BIN
gscats.2mg
Binary file not shown.
40
player.s
40
player.s
@ -201,9 +201,18 @@ playerIntersectRect:
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;
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renderPlayers:
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SAVE_AXY
|
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RENDER_GAMEOBJECT playerData,0
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RENDER_GAMEOBJECT playerData+PD_SIZE,0
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RESTORE_AXY
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|
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lda #playerData
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sta PARAML0
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lda #0
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jsr renderGameObject
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|
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lda #playerData+PD_SIZE
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sta PARAML0
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lda #0
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jsr renderGameObject
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RESTORE_AXY
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rts
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|
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@ -214,14 +223,26 @@ renderPlayers:
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protectPlayers:
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SAVE_AXY
|
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|
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VRAM_PTR playerData
|
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lda #playerData
|
||||
sta PARAML0
|
||||
jsr vramPtr
|
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cpx #0
|
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bmi protectPlayerNext
|
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|
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lda #playerData+GO_BACKGROUND
|
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jsr protectGameObject
|
||||
|
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VRAM_PTR playerData+PD_SIZE
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protectPlayerNext:
|
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lda #playerData+PD_SIZE
|
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sta PARAML0
|
||||
jsr vramPtr
|
||||
cpx #0
|
||||
bmi protectPlayerDone
|
||||
|
||||
lda #playerData+GO_BACKGROUND+PD_SIZE
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jsr protectGameObject
|
||||
|
||||
protectPlayerDone:
|
||||
RESTORE_AXY
|
||||
rts
|
||||
|
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@ -232,8 +253,13 @@ protectPlayers:
|
||||
;
|
||||
unrenderPlayers:
|
||||
SAVE_AXY
|
||||
UNRENDER_GAMEOBJECT playerData
|
||||
UNRENDER_GAMEOBJECT playerData+PD_SIZE
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lda #playerData
|
||||
sta PARAML0
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||||
jsr unrenderGameObject
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||||
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lda #playerData+PD_SIZE
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||||
sta PARAML0
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||||
jsr unrenderGameObject
|
||||
RESTORE_AXY
|
||||
rts
|
||||
|
||||
|
48
projectile.s
48
projectile.s
@ -37,7 +37,7 @@ GRAVITY = $ffff ; 8.8 fixed point
|
||||
|
||||
projectileTypes: ; Byte offsets into projectile type data structure
|
||||
.word 50 ; Damage
|
||||
.word 40 ; Crater radius
|
||||
.word 10 ; Crater radius
|
||||
.word 0,0 ; Padding
|
||||
|
||||
PT_DAMAGE = 0
|
||||
@ -257,12 +257,15 @@ updateProjectileCollisionsPlayerNext:
|
||||
|
||||
; Check for terrain collisions
|
||||
lda projectileData+GO_POSX
|
||||
inc
|
||||
sta rectParams
|
||||
lda projectileData+GO_POSY
|
||||
clc
|
||||
inc
|
||||
sta rectParams+2
|
||||
lda #GAMEOBJECTWIDTH
|
||||
lda #GAMEOBJECTWIDTH-2
|
||||
sta rectParams+4
|
||||
lda #GAMEOBJECTHEIGHT
|
||||
lda #GAMEOBJECTHEIGHT-2
|
||||
sta rectParams+6
|
||||
|
||||
jsr intersectRectTerrain
|
||||
@ -290,7 +293,9 @@ updateProjectileCollisionsTerrainHit:
|
||||
; Trashes A and Y
|
||||
;
|
||||
endProjectile:
|
||||
UNRENDER_GAMEOBJECT projectileData
|
||||
lda #projectileData
|
||||
sta PARAML0
|
||||
jsr unrenderGameObject
|
||||
ldy #0
|
||||
jsr deleteProjectile
|
||||
lda #1
|
||||
@ -323,7 +328,12 @@ protectProjectiles:
|
||||
lda projectileData
|
||||
bmi protectProjectilesDone
|
||||
|
||||
VRAM_PTR projectileData
|
||||
lda #projectileData
|
||||
sta PARAML0
|
||||
jsr vramPtr
|
||||
cpx #0
|
||||
bmi protectProjectilesDone
|
||||
|
||||
lda #projectileData+GO_BACKGROUND
|
||||
jsr protectGameObject
|
||||
|
||||
@ -343,8 +353,30 @@ renderProjectiles:
|
||||
jmp renderProjectilesDone
|
||||
|
||||
renderProjectilesDoIt:
|
||||
RENDER_GAMEOBJECT projectileData,5
|
||||
lda #projectileData
|
||||
sta PARAML0
|
||||
bra renderProjectilesFlat ; Bypass angle for now
|
||||
|
||||
; Determine which sprite to use
|
||||
lda projectileData+JD_VY
|
||||
bmi renderProjectilesNegAngle
|
||||
cmp #$0400
|
||||
bmi renderProjectilesFlat
|
||||
lda #4 ; Up angle
|
||||
bra renderProjectilesGoSprite
|
||||
|
||||
renderProjectilesNegAngle:
|
||||
cmp #$ffc0
|
||||
bpl renderProjectilesFlat
|
||||
lda #6 ; Down angle
|
||||
bra renderProjectilesGoSprite
|
||||
|
||||
renderProjectilesFlat:
|
||||
lda #5 ; Flat
|
||||
|
||||
renderProjectilesGoSprite:
|
||||
jsr renderGameObject
|
||||
|
||||
renderProjectilesDone:
|
||||
pla
|
||||
rts
|
||||
@ -367,7 +399,9 @@ unrenderProjectilesActive:
|
||||
jmp unrenderProjectilesDone
|
||||
|
||||
unrenderProjectilesDoIt:
|
||||
UNRENDER_GAMEOBJECT projectileData
|
||||
lda #projectileData
|
||||
sta PARAML0
|
||||
jsr unrenderGameObject
|
||||
|
||||
unrenderProjectilesDone:
|
||||
pla
|
||||
|
@ -8,7 +8,7 @@ DrawSpriteBank :
|
||||
JMP (SpriteBankBank,X) ; Bank Number Table
|
||||
|
||||
SpriteBankNum :
|
||||
.dbyt $0000,$0200,$0300,$0100,$0500,$0600,$0400
|
||||
.dbyt $0000,$0500,$0400,$0100,$0200,$0600,$0300
|
||||
|
||||
SpriteBankBank :
|
||||
.addr SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00
|
||||
|
Loading…
x
Reference in New Issue
Block a user