diff --git a/gamemanager.s b/gamemanager.s index 5e5ef2c..e1228d8 100644 --- a/gamemanager.s +++ b/gamemanager.s @@ -61,7 +61,7 @@ beginGameplay: jsr compileTerrain jsr clipTerrain - jsl renderTerrainSpans +; jsl renderTerrainSpans ; Part of the now disabled fill-mode renderer gameplayLoop: jsr kbdScan @@ -120,7 +120,7 @@ gameplayLoopRender: lda terrainDirty beq gameplayLoopProjectiles BORDER_COLOR #$3 - jsl renderTerrainSpans +; jsl renderTerrainSpans ; Part of the now disabled fill-mode renderer jsr renderTerrain stz terrainDirty BORDER_COLOR #$1 @@ -260,7 +260,7 @@ endGame: ; scrollMap: jsr unclipTerrain - jsl unrenderTerrainSpans +; jsl unrenderTerrainSpans ; Part of the now disabled fill-mode renderer jsr unrenderPlayers jsr unrenderProjectiles diff --git a/gscats.2mg b/gscats.2mg index 7886212..ce7ee38 100644 Binary files a/gscats.2mg and b/gscats.2mg differ diff --git a/loader.s b/loader.s index e1efc95..4db9bb1 100644 --- a/loader.s +++ b/loader.s @@ -64,6 +64,12 @@ main: .byte $cc .addr fileClose + jmp loadData + ; Note that we skip E1 code bank loading now. This was used for the + ; fill mode terrain renderer, which is disabled until further notice + ; There isn't enough safe room in E1 to do everything we wanted and the fill + ; mode rendering isn't useful enough to keep + NATIVE ; Copy code into bank E1 @@ -72,7 +78,11 @@ main: ldy #$800 ; Must match terrain_e1 .org jsr copyBytes + ; Copy vram table into bank E1 + ; Note that there's a GS memory manager jump table at 1680 - 16BB + ; in E1 that we have to work around. If we step on it, warm reboots and other + ; critical things start to fail. phb lda #vramRowInvertedSpanLookupEnd-vramRowInvertedSpanLookup-1 ldx #vramRowInvertedSpanLookupEnd-1 @@ -82,16 +92,12 @@ main: EMULATION - jmp loadData - - ; Mystery jump table at 1680 - 16BB ioError: brk ;;;;;;;;;;;;;;;;;;;;; loadData: - ; Open the sprite bank file jsr PRODOS .byte $c8 diff --git a/terrain.s b/terrain.s index 651dd3e..d6a53f7 100644 --- a/terrain.s +++ b/terrain.s @@ -235,7 +235,7 @@ unclipTerrainLoop: dex dex dex - cpx STACKPT ; When x hits the top of the stack, we're done + cpx STACKPTR ;#$e6f-7 ;$1000 ; When x hits the top of the stack, we're done bne unclipTerrainLoop pld @@ -271,7 +271,7 @@ compileTerrainLoop: bra compileTerrainLoop compileTerrainDone: - jsl compileTerrainSpans + ;jsl compileTerrainSpans ; Part of the now disabled fill-mode renderer RESTORE_AY rts