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fad2daa4d7
This greatly speeds it up and allows vertical slice compiling to eliminate most false terrain overhangs
64 lines
1018 B
ArmAsm
64 lines
1018 B
ArmAsm
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; gscats
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;
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; Created by Quinn Dunki on 7/9/17
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;
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.include "macros.s"
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.include "equates.s"
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.import renderTerrainSpans
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.import unrenderTerrainSpans
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.import compileTerrainSpans
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.org $0000
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mainBank2:
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SYNCDBR
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BITS8
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lda #$f0
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sta TEXTCOLOR
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BITS16
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jmp titleScreen
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quitGame:
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NORMALMEMORY
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CLASSICVIDEO
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jml (PRODOSRETURN)
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.include "random.s"
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.include "sharedGraphics.s"
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.include "graphics.s"
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.include "sound.s"
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.include "animation.s"
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.include "player.s"
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.include "terrain.s"
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.include "collision.s"
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.include "gameobject.s"
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.include "utility.s"
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.include "tables.s"
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.include "gamemanager.s"
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.include "input.s"
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.include "fan.s"
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.include "projectile.s"
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.include "inventory.s"
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.include "dirt.s"
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.include "crosshair.s"
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.include "progressBar.s"
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.include "titleScreen.s"
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endMainBank2:
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; Suppress some linker warnings - Must be the last thing in the file
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; This is because Quinn doesn't really know how to use ca65 properly
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.SEGMENT "ZPSAVE"
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.SEGMENT "EXEHDR"
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.SEGMENT "STARTUP"
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.SEGMENT "INIT"
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.SEGMENT "LOWCODE"
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