Brought sanity to the palettes
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Art/Cat_000.xcf
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Art/Cat_001.xcf
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Art/cat_000.gif
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Art/cat_001.gif
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Before Width: | Height: | Size: 145 B After Width: | Height: | Size: 197 B |
Before Width: | Height: | Size: 138 B After Width: | Height: | Size: 190 B |
Before Width: | Height: | Size: 145 B After Width: | Height: | Size: 197 B |
2
Makefile
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@ -16,7 +16,7 @@ ADDR=800
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PGM=gscats
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MRSPRITE=../MrSprite/mrsprite
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CHROMA=00ff00
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PALETTE=a4dffb a4dffb 008800 886611 cc9933 eebb44 dd6666 ff99aa 00ff00 ffffff b7b7b7 dddddd 0e7db1 000000 ffff00 ffff00
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PALETTE=a4dffb a4dffb 008800 886611 cc9933 eebb44 dd6666 ff99aa 00ff00 ff0000 b7b7b7 dddddd 0077bb ffff00 000000 ffffff
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SPRITES=SpriteBank
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REMOTESYMBOLS=-Wl $(shell ./ParseMapFile.py *.map)
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BIN
SpriteBank00.bin
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@ -33,9 +33,10 @@ beginGameplay:
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lda #3
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sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in
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BITS16
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; Erase the screen
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ldx #$0000
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ldy #200
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jsr colorFill
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; Generate, compile, and clip terrain
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@ -332,7 +333,9 @@ fire:
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basePalette:
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.word $0aef,$0aef,$0080,$0861,$0c93,$0eb4,$0d66,$0f9a,$00f0,$0fff,$0bbb,$ddd,$007b,$0000,$0ff0,$0fff
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; Color 0 and 1 must both be sky blue. Compiled rendering uses PHD (which must contain $0000),
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; and span rendering uses fill mode, so 0 can't be used there
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.word $0aef,$0aef,$0080,$0861,$0c93,$0eb4,$0d66,$0f9a,$00f0,$0f00,$0bbb,$ddd,$007b,$0ff0,$0000,$0fff
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statusBarPalette:
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.word $0888,$0aef,$0F00,$0861,$0c93,$0eb4,$0d66,$0f9a,$00f0,$0fff,$0bbb,$ddd,$007b,$0000,$0ff0,$0fff
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26
graphics.s
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@ -1,18 +1,30 @@
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; colorFill
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; Fills the screen with a color (or two). Pretty fast, but not fastest possible
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; A 4:4:4:4 = Palette entries
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; X = Color to fill (doubled)
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; X = 4:4:4:4 = Palette entries to fill
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; Y = Scanline count (fills backwards to 0)
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;
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; Trashes Y
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; Trashes A,Y,PARAML0,PARAML1
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colorFill:
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; Calculate end of VRAM we're going to touch
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sty PARAML0
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lda #160 ; Bytes per row in VRAM
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sta PARAML1
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phx
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jsr mult16
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clc
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adc #$2000
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dec ; A now holds address of highest byte we'll touch (e.g. $9d00-1 for full screen fill)
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sta PARAML0 ; Cache values for highspeed zone
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sty PARAML1
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plx
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FASTGRAPHICS
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lda #$9d00-1 ; Point stack to end of VRAM
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lda PARAML0
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tcs
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ldy #200
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ldy PARAML1
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colorFillLoop:
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; 80 PHXs, for 1 line
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BIN
gscats.2mg
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@ -8,7 +8,7 @@ DrawSpriteBank :
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JMP (SpriteBankBank,X) ; Bank Number Table
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SpriteBankNum :
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.dbyt $0200,$0100,$0500,$0000,$0300,$0600,$0400
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.dbyt $0100,$0200,$0600,$0000,$0300,$0500,$0400
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SpriteBankBank :
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.addr SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00
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