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Sync documentation with current KFest demo capabilities
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@ -6,11 +6,15 @@ style: toolref
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<link rel="stylesheet" href="{{ 'assets/css/toolref.css' | relative_url }}">
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<div id="content">
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<ul>
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<li><a href="#Init">Intialization Functions</a></li>
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<li><a href="#Sprite">Sprite Functions</a></li>
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<li><a href="#Tile">Tile Functions</a></li>
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<li><a href="#Buffer">Buffer Functions</a></li>
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<li><a href="#IO">I/O Functions</a></li>
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<li><a href="#HousekeepingRoutines">Housekeeping Functions</a></li>
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<li><a href="#SpriteRoutines">Sprite Functions</a></li>
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<li><a href="#TileRoutines">Tile Functions</a></li>
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<li><a href="#PrimaryRoutines">Primary Background Functions</a></li>
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<li><a href="#SecondaryRoutines">Secondary Background Functions</a></li>
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<li><a href="#TimerRoutines">Timer Functions</a></li>
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<li><a href="#OverlayRoutines">Overlay Functions</a></li>
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<li><a href="#GlobalRoutines">Global State Functions</a></li>
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<li><a href="#MiscRoutines">Miscellaneous Functions</a></li>
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</ul>
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<div class="api_intro">
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@ -52,189 +56,201 @@ style: toolref
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<th>Description</th>
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</tr>
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<tr>
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<th colspan="2">Housekeeping Routines</th>
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<th id="HousekeepingRoutines" colspan="2">Housekeeping Routines</th>
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</tr>
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<tr>
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<td>GTEBootInit</td>
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<td><a href="#GTEBootInit">GTEBootInit</a></td>
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<td>Initializes the GTE Tool Set; called only by the Tool Locator — must not be called by an application</td>
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</tr>
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<tr>
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<td>GTEStartUp</td>
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<td><a href="#GTEStartUp">GTEStartUp</a></td>
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<td>Starts up the GTE Tool Set for use by an application</td>
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</tr>
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<tr>
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<td>GTEShutDown</td>
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<td><a href="#GTEShutDown">GTEShutDown</a></td>
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<td>Shuts down the GTE Tool Set when an application quits</td>
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</tr>
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<tr>
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<td>GTEVersion</td>
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<td><a href="#GTEVersion">GTEVersion</a></td>
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<td>Returns the version number of the GTE Tool Set</td>
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</tr>
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<tr>
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<td>GTEReset</td>
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<td><a href="#GTEReset">GTEReset</a></td>
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<td>Resets the GTE Tool Set; called only when the system is reset — must not be called by an application</td>
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</tr>
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<tr>
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<td>GTEStatus</td>
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<td><a href="#GTEStatus">GTEStatus</a></td>
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<td>Indicates whether the GTE Tool Set is active</td>
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</tr>
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<tr>
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<th colspan="2">Sprite Routines</th>
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<th id="SpriteRoutines" colspan="2">Sprite Routines</th>
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<th></th>
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</tr>
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<tr>
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<td>GTECreateSpriteStamp</td>
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<td><a href="#GTECreateSpriteStamp">GTECreateSpriteStamp</a></td>
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<td> Creates a sprite stamp from the tile set</td>
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</tr>
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<tr>
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<td>GTEAddSprite</td>
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<td><a href="#GTEAddSprite">GTEAddSprite</a></td>
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<td>Add a active sprite to the scene</td>
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</tr>
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<tr>
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<td>GTEMoveSprite</td>
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<td><a href="#GTEMoveSprite">GTEMoveSprite</a></td>
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<td>Changes a sprite's location</td>
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</tr>
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<tr>
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<td>GTEUpdateSprite</td>
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<td><a href="#GTEUpdateSprite">GTEUpdateSprite</a></td>
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<td>Changes a sprite's tile set reference and display flags</td>
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</tr>
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<tr>
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<td>GTERemoveSprite</td>
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<td><a href="#GTERemoveSprite">GTERemoveSprite</a></td>
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<td> Removes a sprite from the scene</td>
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</tr>
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<tr>
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<th colspan="2">Tile Routines</th>
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<th id="TileRoutines" colspan="2">Tile Routines</th>
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</tr>
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<tr>
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<td>GTELoadTileSet</td>
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<td><a href="#GTELoadTileSet">GTELoadTileSet</a></td>
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<td>Copies a tileset into the GTE tileset memory</td>
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</tr>
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<tr>
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<td>GTESetTile</td>
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<td><a href="#GTESetTile">GTESetTile</a></td>
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<td>Assigns a tile to a tile store</td>
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</tr>
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<tr>
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<td>GTEGetTileAt</td>
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<td><a href="#GTEGetTileAt">GTEGetTileAt</a></td>
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<td>Retrieves the tile ID stored in the tile store</td>
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</tr>
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<tr>
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<td>GTECopyTileToDynamic</td>
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<td><a href="#GTECopyTileToDynamic">GTECopyTileToDynamic</a></td>
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<td>Copies a tile from the tileset memory into the managed dynamic tile memory. Changing the dynamic tile data
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will result in all of the tiles updating
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on the next call the <tt>GTERender()</tt></td>
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</tr>
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<tr>
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<td>GTEGetTileDataAddr</td>
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<td><a href="#GTEGetTileDataAddr">GTEGetTileDataAddr</a></td>
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<td>Returns the base address of the tiledata memory</td>
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</tr>
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<tr>
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<td>GTEFillTileStore</td>
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<td><a href="#GTEFillTileStore">GTEFillTileStore</a></td>
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<td>Fills the entire tile store with a tile ID.</td>
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</tr>
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<tr>
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<th colspan="2">Primary Background Routines</th>
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<th id="PrimaryRoutines" colspan="2">Primary Background Routines</th>
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</tr>
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<tr>
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<td>GTESetBG0Origin</td>
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<td><a href="#GTESetBG0Origin">GTESetBG0Origin</a></td>
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<td>Sets the upper-left origin point in the primary background</td>
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</tr>
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<tr>
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<td>GTERender</td>
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<td><a href="#GTERender">GTERender</a></td>
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<td>Draws the current scene to the graphics screen</td>
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</tr>
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<tr>
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<td>GTEGetBG0TileMapInfo</td>
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<td><a href="#GTEGetBG0TileMapInfo">GTEGetBG0TileMapInfo</a></td>
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<td>Returns a record describing the number of tiles in the primary tilemap and a pointer to the tilemap data.
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</td>
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</tr>
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<tr>
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<td>GTESetBG0TileMapInfo</td>
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<td><a href="#GTESetBG0TileMapInfo">GTESetBG0TileMapInfo</a></td>
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<td>Defines a tile map for the primary background</td>
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</tr>
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<tr>
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<td>GTERefresh</td>
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<td><a href="#GTERefresh">GTERefresh</a></td>
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<td>Forces all of the tiles in the tile store to be refreshed on the next render.</td>
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</tr>
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<tr>
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<th colspan="2">Secondary Background Routines</th>
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<th id="SecondaryRoutines" colspan="2">Secondary Background Routines</th>
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</tr>
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<tr>
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<td>GTESetBG1Origin</td>
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<td><a href="#GTESetBG1Origin">GTESetBG1Origin</a></td>
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<td>Sets the upper-left origin point in the secondary background</td>
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</tr>
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<tr>
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<td>GTECopyPicToBG1</td>
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<td><a href="#GTECopyPicToBG1">GTECopyPicToBG1</a></td>
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<td>Copies an uncompressed pixel image into the secondard background buffer</td>
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</tr>
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<tr>
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<td>GTESetBG1TileMapInfo</td>
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<td><a href="#GTESetBG1TileMapInfo">GTESetBG1TileMapInfo</a></td>
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<td>Defines a tile map for the secondary background</td>
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</tr>
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<tr>
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<td><a href="#GTESetBG1Displacement">GTESetBG1Displacement</a></td>
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<td>Sets a displacement into the BG1 offset table.</td>
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</tr>
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<tr>
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<td><a href="#GTESetBG1Rotation">GTESetBG1Rotation</a></td>
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<td>Sets the rotation angle of the BG1 buffer.</td>
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</tr>
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<tr>
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<td><a href="#GTEClearBG1Buffer">GTEClearBG1Buffer</a></td>
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<td>Clears the BG1 pixel buffer with a 16-bit value.</td>
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</tr>
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<tr>
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<th colspan="2">Timer Routines</th>
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<th id="TimerRoutines" colspan="2">Timer Routines</th>
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</tr>
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<tr>
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<td>GTEAddTimer</td>
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<td><a href="#GTEAddTimer">GTEAddTimer</a></td>
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<td>Add a timer callback that is fired after a designated number of VBL ticks</td>
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</tr>
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<tr>
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<td>GTERemoveTimer</td>
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<td><a href="#GTERemoveTimer">GTERemoveTimer</a></td>
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<td>Removes an active timer</td>
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</tr>
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<tr>
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<td>GTEStartScript</td>
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<td><a href="#GTEStartScript">GTEStartScript</a></td>
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<td>Registers a GTE script to be handled in the background</td>
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</tr>
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<tr>
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<th colspan="2">Overlay Routines</th>
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<th id="OverlayRoutines" colspan="2">Overlay Routines</th>
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</tr>
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<tr>
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<td>GTESetOverlay</td>
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<td><a href="#GTESetOverlay">GTESetOverlay</a></td>
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<td>Registers an overlay routine to be integrated into the renderer. Typically used for status bars or
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messages.</td>
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</tr>
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<tr>
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<td>GTEClearOverlay</td>
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<td><a href="#GTEClearOverlay">GTEClearOverlay</a></td>
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<td>Removes the current overlay from the renderer</td>
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</tr>
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<tr>
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<th colspan="2">Functions affecting the global state</th>
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<th id="GlobalRoutines" colspan="2">Functions affecting the global state</th>
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</tr>
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<tr>
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<td>GTESetScreenMode</td>
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<td><a href="#GTESetScreenMode">GTESetScreenMode</a></td>
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<td>Sets the playing field's port rectangle to a pre-defined size, or a specified width and height</td>
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</tr>
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<tr>
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<td>GTESetPalette</td>
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<td><a href="#GTESetPalette">GTESetPalette</a></td>
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<td>Copies a palette to the Super HiRes palette memory</td>
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</tr>
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<tr>
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<td>GTEBindSCBArray</td>
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<td><a href="#GTEBindSCBArray">GTEBindSCBArray</a></td>
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<td>Takes an array of SCB bytes and binds them to either the Primary or Secondary background's vertical
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position</td>
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</tr>
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<tr>
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<td>GTEGetScreenInfo</td>
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<td><a href="#GTEGetScreenInfo">GTEGetScreenInfo</a></td>
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<td>Returns a records describing the origin, width and height of the playfield on the physical graphics
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screen.</td>
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</tr>
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<tr>
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<th colspan="2">Misc. Functions</th>
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<th id="MiscRoutines" colspan="2">Misc. Functions</th>
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</tr>
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<tr>
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<td>GTEReadControl</td>
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<td><a href="#GTEReadControl">GTEReadControl</a></td>
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<td>Reads the keyboard and returns key events in a gamepad structure</td>
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</tr>
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<tr>
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<td>GTEGetSeconds</td>
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<td><a href="#GTEGetSeconds">GTEGetSeconds</a></td>
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<td>Returns the number of seconds elapsed since the toolset was started</td>
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</tr>
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</tbody>
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@ -296,7 +312,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$01XX</h4>
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<h4>GTEBootInit</h4>
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<h4 id="GTEBootInit">GTEBootInit</h4>
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<p>
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Initializes the GTE Tool Set; called only by the Tool Locator.
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</p>
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@ -456,7 +472,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$03XX</h4>
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<h4>GTEShutDown</h4>
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<h4 id="GTEShutDown">GTEShutDown</h4>
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<p>
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Shuts down the GTE Toolset when an application quits.
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</p>
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@ -480,7 +496,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$04XX</h4>
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<h4>GTEVersion</h4>
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<h4 id="GTEVersion">GTEVersion</h4>
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<p>
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Returns the version number of the GTE Tool Set.
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</p>
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@ -554,7 +570,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$05XX</h4>
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<h4>GTEReset</h4>
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<h4 id="GTEReset">GTEReset</h4>
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<p>
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Resets the GTE Tool Set; called only when the system is reset.
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</p>
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@ -583,7 +599,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$06XX</h4>
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<h4>GTEStatus</h4>
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<h4 id="GTEStatus">GTEStatus</h4>
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<p>
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Indicates whether the GTE Tool Set is active.
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</p>
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@ -662,7 +678,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$09XX</h4>
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<h4>GTEReadControl</h4>
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<h4 id="GTEReadControl">GTEReadControl</h4>
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<p></p>
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<div class="section">
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<h5>Parameters</h5>
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@ -745,9 +761,9 @@ style: toolref
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<tbody>
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<tr><td>Bits 0-7</td><td><em>keyCode</em></td><td>Keyboard code read from the Keyboard register. If no key is currently pressed, this value is zero.</td></tr>
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<tr><td>Bit 8</td><td>Reserved</td><td>Must be zero.</td></tr>
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<tr><td>Bit 9</td><td>fPadButtonB</td><td>Set to 1 if the <tt>B</tt> button of the gamepad is pressed. Mapped to the option key by default.</td></tr>
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<tr><td>Bit 10</td><td>fPadButtonA</td><td>Set to 1 if the <tt>A</tt> button of the gamepad is pressed. Mapped to the command key by default.</td></tr>
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<tr><td>Bit 11</td><td>fKeyDown</td><td>Set to 1 on the initial press of a key. If a key is held down, the <tt>keyCode</tt> will be set and this bit will be zero.</tt></td></tr>
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<tr><td>Bit 9</td><td>PAD_BUTTON_B</td><td>Set to 1 if the <tt>B</tt> button of the gamepad is pressed. Mapped to the option key by default.</td></tr>
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<tr><td>Bit 10</td><td>PAD_BUTTON_A</td><td>Set to 1 if the <tt>A</tt> button of the gamepad is pressed. Mapped to the command key by default.</td></tr>
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<tr><td>Bit 11</td><td>PAD_KEY_DOWN</td><td>Set to 1 on the initial press of a key. If a key is held down, the <tt>keyCode</tt> will be set and this bit will be zero.</tt></td></tr>
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<tr><td>Bits 12-15</td><td>Reserved</td><td>Must be zero.</td></tr>
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</tbody>
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</table>
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@ -756,7 +772,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$0AXX</h4>
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<h4>GTESetScreenMode</h4>
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<h4 id="GTESetScreenMode">GTESetScreenMode</h4>
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<p></p>
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<div class="section">
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<h5>Parameters</h5>
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@ -936,7 +952,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$0BXX</h4>
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<h4>GTESetTile</h4>
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<h4 id="GTESetTile">GTESetTile</h4>
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<p></p>
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<div class="section">
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||||
<h5>Parameters</h5>
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||||
@ -1040,7 +1056,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$0CXX</h4>
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<h4>GTESetBG0Origin</h4>
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<h4 id="GTESetBG0Origin">GTESetBG0Origin</h4>
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<p>
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Sets the coordinate of the upper-left corner of the playfield within the primary background buffer. The coordiate values
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are <em>unsigned</em>, so transitioning from 0 to -1 will result in a discontinuous jump in the background position.
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@ -1113,7 +1129,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$0DXX</h4>
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<h4>GTERender</h4>
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<h4 id="GTERender">GTERender</h4>
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<p>Renders the current playfield to the graphics screen.</p>
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<div class="section">
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<h5>Parameters</h5>
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@ -1209,7 +1225,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$0EXX</h4>
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<h4>GTELoadTileSet</h4>
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<h4 id="GTELoadTileSet">GTELoadTileSet</h4>
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<p>
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Loads a tileset into the internal GTE memory buffer. The <span class="sc">pointer</span> must point to
|
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tiles that are already in GTE tile format.
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@ -1281,7 +1297,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$0FXX</h4>
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<h4>GTECreateSpriteStamp</h4>
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<h4 id="GTECreateSpriteStamp">GTECreateSpriteStamp</h4>
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<p>
|
||||
Creates a sprite stamp (cache sprite pixel data copy) from a sprite identifier and the current
|
||||
tile set. The <em>vBuffAddr</em> points to a location in the internal virtual buffer area. In
|
||||
@ -1387,7 +1403,7 @@ style: toolref
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<div class="api">
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<h4 class="tn">$10XX</h4>
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<h4>GTEAddSprite</h4>
|
||||
<h4 id="GTEAddSprite">GTEAddSprite</h4>
|
||||
<p>
|
||||
Adds a new sprite to the current scene. If a sprite is already assigned to the sprite slot, then
|
||||
that sprite is removed and replaced with the new sprite.
|
||||
@ -1495,10 +1511,10 @@ style: toolref
|
||||
<table class="bitfield-definitions">
|
||||
<tbody>
|
||||
<tr><td>Bits 0-8</td><td>tileIndex</td><td>The index of a tile in the current Tile Set that defines the top-left part of the sprite</td></tr>
|
||||
<tr><td>Bit 9</td><td>fSpriteHorzFlip</td><td>Flips the sprite horizontally.</td></tr>
|
||||
<tr><td>Bit 10</td><td>fSpriteVertFlip</td><td>Flips the sprite vertically.</td></tr>
|
||||
<tr><td>Bits 11-12</td><td>fSpriteSize</td><td>Sets the size of the sprite<ul><li>00 - 8x8</li><li>01 - 8x16</li><li>10 - 16x8</li><li>11 - 16x16</li></ul></td></tr>
|
||||
<tr><td>Bit 13</td><td>fSpriteHide</td><td>When set, does not render the sprite.</td></tr>
|
||||
<tr><td>Bit 9</td><td>SPRITE_HFLIP</td><td>Flips the sprite horizontally.</td></tr>
|
||||
<tr><td>Bit 10</td><td>SPRITE_VFLIP</td><td>Flips the sprite vertically.</td></tr>
|
||||
<tr><td>Bits 11-12</td><td>SPRITE_SIZE</td><td>Sets the size of the sprite<ul><li>00 - 8x8</li><li>01 - 8x16</li><li>10 - 16x8</li><li>11 - 16x16</li></ul></td></tr>
|
||||
<tr><td>Bit 13</td><td>SPRITE_HIDE</td><td>When set, does not render the sprite.</td></tr>
|
||||
<tr><td>Bit 14-15</td><td>Reserved</td><td>Must be zero.</td></tr>
|
||||
</tbody>
|
||||
</table>
|
||||
@ -1507,7 +1523,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$11XX</h4>
|
||||
<h4>GTEMoveSprite</h4>
|
||||
<h4 id="GTEMoveSprite">GTEMoveSprite</h4>
|
||||
<p>Repositions a sprite on the play field.</p>
|
||||
<div class="section">
|
||||
<h5>Parameters</h5>
|
||||
@ -1583,7 +1599,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$12XX</h4>
|
||||
<h4>GTEUpdateSprite</h4>
|
||||
<h4 id="GTEUpdateSprite">GTEUpdateSprite</h4>
|
||||
<p>
|
||||
Changes the stamp or the status flags of a sprite. The size of the sprite cannot be changed.
|
||||
Typically, an application will call <tt>GTEUpdateSprite</tt> immediately after <tt>GTEAddSprite</tt> to
|
||||
@ -1663,7 +1679,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$13XX</h4>
|
||||
<h4>GTERemoveSprite</h4>
|
||||
<h4 id="GTERemoveSprite">GTERemoveSprite</h4>
|
||||
<p>Removes a sprite from the play field.</p>
|
||||
<div class="section">
|
||||
<h5>Parameters</h5>
|
||||
@ -1727,7 +1743,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$14XX</h4>
|
||||
<h4>GTEGetSeconds</h4>
|
||||
<h4 id="GTEGetSeconds">GTEGetSeconds</h4>
|
||||
<p>Returns the number of seconds that have elapsed since the engine was started. This is a 16-bit value and will wrap around after 65536 seconds (~18 hours)</p>
|
||||
<div class="section">
|
||||
<h5>Parameters</h5>
|
||||
@ -1795,7 +1811,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$15XX</h4>
|
||||
<h4>GTECopyTileToDynamic</h4>
|
||||
<h4 id="GTECopyTileToDynamic">GTECopyTileToDynamic</h4>
|
||||
<p>
|
||||
Copies a tile by ID into one of the dynamic tile slots. If a dynamic tile associated with the
|
||||
slot is visible, it will show the new data after the next call to <tt>GETRender</tt>.
|
||||
@ -1871,7 +1887,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$16XX</h4>
|
||||
<h4>GTESetPalette</h4>
|
||||
<h4 id="GTESetPalette">GTESetPalette</h4>
|
||||
<p>
|
||||
Sets one of the 16 palettes to the RGB values in the passed array. This is a convenience function that
|
||||
immediately updated the visible palette. The palette change is <em>not</em> deferred.
|
||||
@ -1944,7 +1960,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$17XX</h4>
|
||||
<h4>GTECopyPicToBG1</h4>
|
||||
<h4 id="GTECopyPicToBG1">GTECopyPicToBG1</h4>
|
||||
<p>
|
||||
Copies an uncompressed SHR image into the secondard background pixel buffer. This is an easy way to load a
|
||||
background image into the secondary layer. SCB values and palettes are <em>not</em> copied.
|
||||
@ -2029,7 +2045,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$18XX</h4>
|
||||
<h4>GTEBindSCBArray</h4>
|
||||
<h4 id="GTEBindSCBArray">GTEBindSCBArray</h4>
|
||||
<p>
|
||||
Binds an array of SCB values to either the primary or secondard background layer. This will automatically
|
||||
update the SHR screen SCB values as the vertical offset of the designated background layer changes.
|
||||
@ -2101,7 +2117,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$19XX</h4>
|
||||
<h4>GTEGetBG0TileMapInfo</h4>
|
||||
<h4 id="GTEGetBG0TileMapInfo">GTEGetBG0TileMapInfo</h4>
|
||||
<p>
|
||||
Returns information about the current BG0 tile map.
|
||||
</p>
|
||||
@ -2192,7 +2208,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$1AXX</h4>
|
||||
<h4>GTEGetScreenInfo</h4>
|
||||
<h4 id="GTEGetScreenInfo">GTEGetScreenInfo</h4>
|
||||
<p>
|
||||
Returns information about the current position and size of the play field.
|
||||
</p>
|
||||
@ -2293,7 +2309,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$1BXX</h4>
|
||||
<h4>GTESetBG1Origin</h4>
|
||||
<h4 id="GTESetBG1Origin">GTESetBG1Origin</h4>
|
||||
<p>
|
||||
Sets the coordinate of the upper-left corner of the playfield within the secondary background buffer. The coordiate values
|
||||
are <em>unsigned</em>, so transitioning from 0 to -1 will result in a discontinuous jump in the background position.
|
||||
@ -2368,7 +2384,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$1CXX</h4>
|
||||
<h4>GTEGetTileAt</h4>
|
||||
<h4 id="GTEGetTileAt">GTEGetTileAt</h4>
|
||||
<p>
|
||||
Returns the tile at a local coordinate poiint. The primary use of this function is to lookup
|
||||
a Tile ID using a sprite's coordinates.
|
||||
@ -2451,7 +2467,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$1DXX</h4>
|
||||
<h4>GTESetBG0TileMapInfo</h4>
|
||||
<h4 id="GTESetBG0TileMapInfo">GTESetBG0TileMapInfo</h4>
|
||||
<p>
|
||||
Sets a tile map that will be used to automatically populate the primary background layer based on the current origin. Behavior is
|
||||
undefined if the origin is set to a value that is outside the bounds of the tilemap.
|
||||
@ -2526,11 +2542,41 @@ style: toolref
|
||||
<p><tt>Word height;</tt></p>
|
||||
<p><tt>Pointer tileMapPtr;</tt></p>
|
||||
</div>
|
||||
|
||||
<div class="example">
|
||||
<h5>Tile Map Entries</h5>
|
||||
<p>
|
||||
The values in a tilemap are an array of 16-bit values.
|
||||
</p>
|
||||
<table class="bits bitfield">
|
||||
<colgroup span="1" style="background-color: #999;"></colgroup>
|
||||
<colgroup span="6" style="background-color: lightblue;"></colgroup>
|
||||
<colgroup span="9" style="background-color: white;"></colgroup>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>15</td><td>14</td><td>13</td><td>12</td><td>11</td><td>10</td><td>9</td><td>8</td><td>7</td><td>6</td><td>5</td><td>4</td><td>3</td><td>2</td><td>1</td><td>0</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<table class="bitfield-definitions">
|
||||
<tbody>
|
||||
<tr><td>Bits 0-8</td><td>tileIndex</td><td>The index of a tile in the current Tile Set</td></tr>
|
||||
<tr><td>Bit 9</td><td>TILE_HFLIP_BIT</td><td>Flip the tile horizontally when rendering.</td></tr>
|
||||
<tr><td>Bit 10</td><td>TILE_VFLIP_BIT</td><td>Flip the tile vertically when rendering.</td></tr>
|
||||
<tr><td>Bit 11</td><td>TILE_DYN_BIT</td><td>Marks a tile to use the dynamic tile data. The <em>tileIndex</em> must be between 0 and 31 if this bit is set.</em></td></tr>
|
||||
<tr><td>Bit 12</td><td>TILE_SOLID_BIT</td><td>A hint bit that is used in ENGINE_MODE_TWO_LAYER to improve performance.</td></tr>
|
||||
<tr><td>Bit 13</td><td>TILE_FRINGE_BIT</td><td>Unused. Must be zero.</td></tr>
|
||||
<tr><td>Bit 14</td><td>TILE_PRIORITY_BIT</td><td>Sets the tile to be high priority to render on top of sprites.</td></tr>
|
||||
<tr><td>Bit 15</td><td>Reserved</td><td>Must be zero.</td></tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$1EXX</h4>
|
||||
<h4>GTESetBG1TileMapInfo</h4>
|
||||
<h4 id="GTESetBG1TileMapInfo">GTESetBG1TileMapInfo</h4>
|
||||
<p>
|
||||
Sets a tile map that will be used to automatically populate the secondary background layer based on the current origin. Behavior is
|
||||
undefined if the origin is set to a value that is outside the bounds of the tilemap.
|
||||
@ -2609,7 +2655,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$1FXX</h4>
|
||||
<h4>GTEAddTimer</h4>
|
||||
<h4 id="GTEAddTimer">GTEAddTimer</h4>
|
||||
<p>
|
||||
Adds a timer with a callback function and a delay in VBL ticks. Timers may be repeated or one-shot timers. A one-shot
|
||||
timer will remove itself after firing. Timers are handled on a best-effort basis. It is possible that a timer
|
||||
@ -2706,7 +2752,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$20XX</h4>
|
||||
<h4>GTERemoveTimer</h4>
|
||||
<h4 id="GTERemoveTimer">GTERemoveTimer</h4>
|
||||
<p>Removed a timer that had been added to the system.</p>
|
||||
<div class="section">
|
||||
<h5>Parameters</h5>
|
||||
@ -2770,7 +2816,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$21XX</h4>
|
||||
<h4>GTEStartScript</h4>
|
||||
<h4 id="GTEStartScript">GTEStartScript</h4>
|
||||
<p>This API is under active development at this time.</p>
|
||||
<div class="section">
|
||||
<h5>Parameters</h5>
|
||||
@ -2840,7 +2886,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$22XX</h4>
|
||||
<h4>GTESetOverlay</h4>
|
||||
<h4 id="GTESetOverlay">GTESetOverlay</h4>
|
||||
<p>This API is under active development at this time.</p>
|
||||
<div class="section">
|
||||
<h5>Parameters</h5>
|
||||
@ -2916,7 +2962,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$23XX</h4>
|
||||
<h4>GTEClearOverlay</h4>
|
||||
<h4 id="GTEClearOverlay">GTEClearOverlay</h4>
|
||||
<p>Removes the active overlay. This API is under active development at this time.</p>
|
||||
<div class="section">
|
||||
<h5>Parameters</h5>
|
||||
@ -2974,7 +3020,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$24XX</h4>
|
||||
<h4>GTEGetTileDataAddr</h4>
|
||||
<h4 id="GTEGetTileDataAddr">GTEGetTileDataAddr</h4>
|
||||
<p>This API is under active development at this time.</p>
|
||||
<div class="section">
|
||||
<h5>Parameters</h5>
|
||||
@ -3031,7 +3077,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$25XX</h4>
|
||||
<h4>GTEFillTileStore</h4>
|
||||
<h4 id="GTEFillTileStore">GTEFillTileStore</h4>
|
||||
<p>
|
||||
Fills the entire Tile Store with a specific Tile ID value.
|
||||
</p>
|
||||
@ -3097,7 +3143,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$26XX</h4>
|
||||
<h4>GTERefresh</h4>
|
||||
<h4 id="GTERefresh">GTERefresh</h4>
|
||||
<p>
|
||||
Forces a refresh of the play field. This is implemented by adding all of the visible tiles to the dirty tile
|
||||
queue which will force them to be redrawn on the next call to <tt>GTERender()</tt>.
|
||||
@ -3121,7 +3167,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$27XX</h4>
|
||||
<h4>GTESetBG1Displacement</h4>
|
||||
<h4 id="GTESetBG1Displacement">GTESetBG1Displacement</h4>
|
||||
<p>
|
||||
Sets a displacement into the BG1 offset table. Must be a value between 0 and 31.
|
||||
</p>
|
||||
@ -3187,7 +3233,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$28XX</h4>
|
||||
<h4>GTESetBG1Rotation</h4>
|
||||
<h4 id="GTESetBG1Rotation">GTESetBG1Rotation</h4>
|
||||
<p>
|
||||
Sets the rotation angle of the BG1 buffer. There are 64 sets in the angle tables, so
|
||||
the value must be between 0 and 63.
|
||||
@ -3255,7 +3301,7 @@ style: toolref
|
||||
|
||||
<div class="api">
|
||||
<h4 class="tn">$29XX</h4>
|
||||
<h4>GTEClearBG1Buffer</h4>
|
||||
<h4 id="GTEClearBG1Buffer">GTEClearBG1Buffer</h4>
|
||||
<p>
|
||||
Clears the BG1 pixel buffer with a 16-bit value.
|
||||
</p>
|
||||
@ -3318,6 +3364,4 @@ style: toolref
|
||||
<p><tt>Word value;</tt></p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
</div>
|
||||
|
Loading…
x
Reference in New Issue
Block a user