Brought sanity to the palettes

This commit is contained in:
blondie7575 2018-06-08 12:55:22 -07:00
parent 1edadee349
commit ee1e3965c8
18 changed files with 26 additions and 11 deletions

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@ -16,7 +16,7 @@ ADDR=800
PGM=gscats PGM=gscats
MRSPRITE=../MrSprite/mrsprite MRSPRITE=../MrSprite/mrsprite
CHROMA=00ff00 CHROMA=00ff00
PALETTE=a4dffb a4dffb 008800 886611 cc9933 eebb44 dd6666 ff99aa 00ff00 ffffff b7b7b7 dddddd 0e7db1 000000 ffff00 ffff00 PALETTE=a4dffb a4dffb 008800 886611 cc9933 eebb44 dd6666 ff99aa 00ff00 ff0000 b7b7b7 dddddd 0077bb ffff00 000000 ffffff
SPRITES=SpriteBank SPRITES=SpriteBank
REMOTESYMBOLS=-Wl $(shell ./ParseMapFile.py *.map) REMOTESYMBOLS=-Wl $(shell ./ParseMapFile.py *.map)

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@ -33,9 +33,10 @@ beginGameplay:
lda #3 lda #3
sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in
BITS16 BITS16
; Erase the screen ; Erase the screen
ldx #$0000 ldx #$0000
ldy #200
jsr colorFill jsr colorFill
; Generate, compile, and clip terrain ; Generate, compile, and clip terrain
@ -332,7 +333,9 @@ fire:
basePalette: basePalette:
.word $0aef,$0aef,$0080,$0861,$0c93,$0eb4,$0d66,$0f9a,$00f0,$0fff,$0bbb,$ddd,$007b,$0000,$0ff0,$0fff ; Color 0 and 1 must both be sky blue. Compiled rendering uses PHD (which must contain $0000),
; and span rendering uses fill mode, so 0 can't be used there
.word $0aef,$0aef,$0080,$0861,$0c93,$0eb4,$0d66,$0f9a,$00f0,$0f00,$0bbb,$ddd,$007b,$0ff0,$0000,$0fff
statusBarPalette: statusBarPalette:
.word $0888,$0aef,$0F00,$0861,$0c93,$0eb4,$0d66,$0f9a,$00f0,$0fff,$0bbb,$ddd,$007b,$0000,$0ff0,$0fff .word $0888,$0aef,$0F00,$0861,$0c93,$0eb4,$0d66,$0f9a,$00f0,$0fff,$0bbb,$ddd,$007b,$0000,$0ff0,$0fff

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@ -1,18 +1,30 @@
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; colorFill ; colorFill
; Fills the screen with a color (or two). Pretty fast, but not fastest possible ; Fills the screen with a color (or two). Pretty fast, but not fastest possible
; A 4:4:4:4 = Palette entries ; X = 4:4:4:4 = Palette entries to fill
; X = Color to fill (doubled) ; Y = Scanline count (fills backwards to 0)
; ;
; Trashes Y ; Trashes A,Y,PARAML0,PARAML1
colorFill: colorFill:
; Calculate end of VRAM we're going to touch
sty PARAML0
lda #160 ; Bytes per row in VRAM
sta PARAML1
phx
jsr mult16
clc
adc #$2000
dec ; A now holds address of highest byte we'll touch (e.g. $9d00-1 for full screen fill)
sta PARAML0 ; Cache values for highspeed zone
sty PARAML1
plx
FASTGRAPHICS FASTGRAPHICS
lda PARAML0
lda #$9d00-1 ; Point stack to end of VRAM
tcs tcs
ldy PARAML1
ldy #200
colorFillLoop: colorFillLoop:
; 80 PHXs, for 1 line ; 80 PHXs, for 1 line

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@ -8,7 +8,7 @@ DrawSpriteBank :
JMP (SpriteBankBank,X) ; Bank Number Table JMP (SpriteBankBank,X) ; Bank Number Table
SpriteBankNum : SpriteBankNum :
.dbyt $0200,$0100,$0500,$0000,$0300,$0600,$0400 .dbyt $0100,$0200,$0600,$0000,$0300,$0500,$0400
SpriteBankBank : SpriteBankBank :
.addr SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00 .addr SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00