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https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-26 22:50:22 +00:00
Generalize _DrawSprite to handle all sizes and flip bits.
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@ -8,7 +8,7 @@
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use .\Defs.s
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; Feature flags
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NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging
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NO_INTERRUPTS equ 1 ; turn off for crossrunner debugging
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NO_MUSIC equ 1 ; turn music + tool loading off
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; External data provided by the main program segment
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@ -137,7 +137,14 @@ TILE_DYN_BIT equ $0800
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TILE_VFLIP_BIT equ $0400
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TILE_HFLIP_BIT equ $0200
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; Tile Store Offsets (internals)
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; Sprite constants
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SPRITE_16X16 equ $1800
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SPRITE_16X8 equ $1000
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SPRITE_8X16 equ $0800
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SPRITE_8X8 equ $0000
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SPRITE_VFLIP equ $0400
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SPRITE_HFLIP equ $0200
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MAX_TILES equ {26*41} ; Number of tiles in the code field (41 columns * 26 rows)
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TILE_STORE_SIZE equ {MAX_TILES*2} ; The tile store contains a tile descriptor in each slot
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261
src/Sprite.s
261
src/Sprite.s
@ -152,38 +152,7 @@ _RenderSprites
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; Draw the sprite into the sprint plane buffer(s)
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ldx _Sprites+VBUFF_ADDR,y ; Get the address in the sprite plane to draw at
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lda _Sprites+TILE_DATA_OFFSET,y ; and the tile address of the tile
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tay
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jsr _DrawTileSprite ; draw the sprite into the sprite plane
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tya
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clc
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adc #128
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tay
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txa
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clc
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adc #4
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tax
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jsr _DrawTileSprite
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tya
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clc
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adc #128*31
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tay
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txa
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clc
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adc #{8*256}-4
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tax
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jsr _DrawTileSprite
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tya
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clc
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adc #128
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tay
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txa
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clc
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adc #4
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tax
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jsr _DrawTileSprite
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jsr _DrawSpriteY ; Use variant that takes the Y-register arg
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; Mark the appropriate tiles as dirty and as occupied by a sprite so that the ApplyTiles
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; subroutine will get the drawn data from the sprite plane into the code field where it
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@ -501,7 +470,7 @@ _GetTileAt
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clc
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rts
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; _DrawSprite
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; _DrawSprites
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;
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; Draw the sprites on the _Sprite list into the Sprite Plane data and mask buffers. This is using the
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; tile data right now, but could be replaced with compiled sprite routines.
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@ -513,11 +482,7 @@ _DrawSprites
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bne :skip
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phx
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lda _Sprites+VBUFF_ADDR,x ; Load the address in the sprite plane
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ldy _Sprites+TILE_DATA_OFFSET,x ; Load the address in the tile data bank
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tax
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jsr _DrawTileSprite
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jsr _DrawSprite
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plx
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:skip
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inx
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@ -525,11 +490,186 @@ _DrawSprites
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bra :loop
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:out rts
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; X = _Sprites array offset
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_DrawSprite
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txy
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_DrawSpriteY
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lda _Sprites+SPRITE_ID,y
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and #$1E00 ; use bits 9, 10, 11 and 12 to dispatch
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xba
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tax
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jmp (:draw_sprite,x)
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:draw_sprite dw draw_8x8,draw_8x8h,draw_8x8v,draw_8x8hv
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dw draw_8x16,draw_8x16h,draw_8x16v,draw_8x16hv
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dw draw_16x8,draw_16x8h,draw_16x8v,draw_16x8hv
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dw draw_16x16,draw_16x16h,draw_16x16,draw_16x16h
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draw_8x8
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draw_8x8h
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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tay
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jmp _DrawTile8x8
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draw_8x8v
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draw_8x8hv
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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tay
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jmp _DrawTile8x8V
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draw_8x16
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draw_8x16h
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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tay
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jsr _DrawTile8x8
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clc
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txa
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adc #{8*SPRITE_PLANE_SPAN}
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tax
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tya
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adc #{128*32} ; 32 tiles to the next verical one, each tile is 128 bytes
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tay
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jmp _DrawTile8x8
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draw_8x16v
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draw_8x16hv
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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tay
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jsr _DrawTile8x8V
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clc
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txa
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adc #{8*SPRITE_PLANE_SPAN}
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tax
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tya
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adc #{128*32}
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tay
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jmp _DrawTile8x8V
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draw_16x8
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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tay
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jsr _DrawTile8x8
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clc
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txa
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adc #4
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tax
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tya
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adc #128 ; Next tile is 128 bytes away
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tay
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jmp _DrawTile8x8
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draw_16x8h
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clc
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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pha
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adc #128
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tay
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jsr _DrawTile8x8
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txa
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adc #4
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tax
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ply
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jmp _DrawTile8x8
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draw_16x8v
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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tay
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jsr _DrawTile8x8V
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clc
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txa
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adc #4
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tax
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tya
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adc #128
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tay
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jmp _DrawTile8x8V
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draw_16x8hv
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clc
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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pha
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adc #128
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tay
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jsr _DrawTile8x8V
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txa
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adc #4
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tax
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ply
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jmp _DrawTile8x8V
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draw_16x16
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clc
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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tay
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jsr _DrawTile8x8
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txa
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adc #4
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tax
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tya
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adc #128
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tay
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jsr _DrawTile8x8
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txa
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adc #{8*SPRITE_PLANE_SPAN}-4
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tax
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tya
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adc #{128*{32-1}}
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tay
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jsr _DrawTile8x8
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txa
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adc #4
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tax
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tya
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adc #128
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tay
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jmp _DrawTile8x8
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draw_16x16h
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clc
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ldx _Sprites+VBUFF_ADDR,y
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lda _Sprites+TILE_DATA_OFFSET,y
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pha
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adc #128
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tay
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jsr _DrawTile8x8
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txa
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adc #4
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tax
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ply
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jsr _DrawTile8x8
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txa
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adc #{8*SPRITE_PLANE_SPAN}-4
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tax
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tya
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adc #{128*32}
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pha
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adc #128
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tay
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jsr _DrawTile8x8
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txa
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adc #4
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tax
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ply
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jmp _DrawTile8x8
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DrawTileSprite ENT
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jsr _DrawTileSprite
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jsr _DrawTile8x8
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rtl
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_DrawTileSprite
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; X = sprite vbuff address
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; Y = tile data pointer
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_DrawTile8x8
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phb
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pea #^tiledata ; Set the bank to the tile data
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plb
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@ -560,6 +700,41 @@ _DrawTileSprite
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plb
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rts
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; X = sprite vbuff address
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; Y = tile data pointer
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;
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; Draws the tile vertically flipped
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_DrawTile8x8V
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phb
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pea #^tiledata ; Set the bank to the tile data
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plb
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]line equ 0
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lup 8
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lda: tiledata+32+{{7-]line}*4},y
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andl spritemask+{]line*256},x
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stal spritemask+{]line*256},x
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ldal spritedata+{]line*SPRITE_PLANE_SPAN},x
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and: tiledata+32+{{7-]line}*4},y
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ora: tiledata+{{7-]line}*4},y
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stal spritedata+{]line*SPRITE_PLANE_SPAN},x
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lda: tiledata+32+{{7-]line}*4}+2,y
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andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
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stal spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
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ldal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
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and: tiledata+32+{{7-]line}*4}+2,y
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ora: tiledata+{{7-]line}*4}+2,y
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stal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
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]line equ ]line+1
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--^
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plb ; pop extra byte
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plb
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rts
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; Erase is easy -- set an 8x8 area of the data region to all $0000 and the corresponding mask
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; resgion to all $FFFF
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;
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@ -739,12 +914,6 @@ _UpdateSprite
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lda _Sprites+VBUFF_ADDR,x ; Save the previous draw location for erasing
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sta _Sprites+OLD_VBUFF_ADDR,x
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; lda _Sprites+SPRITE_X,x
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; sta _Sprites+OLD_SPRITE_X,x
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; lda _Sprites+SPRITE_Y,x
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; sta _Sprites+OLD_SPRITE_Y,x
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lda tmp0 ; Update the X coordinate
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sta _Sprites+SPRITE_X,x
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@ -67,8 +67,7 @@ _GetTileAddr
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bit #2*TILE_HFLIP_BIT ; Check if the horizontal flip bit is set
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beq :no_flip
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inc ; Set the LSB
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:no_flip and #TILE_ID_MASK*2 ; Mask out non-id bits
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asl ; x4
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:no_flip asl ; x4
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asl ; x8
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asl ; x16
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asl ; x32
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