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https://github.com/lscharen/iigs-game-engine.git
synced 2024-06-12 13:29:30 +00:00
Fix banking bug and enable BG1 tile maps
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@ -136,8 +136,6 @@ NO_MUSIC equ 1 ; turn music + tool load
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sta BankLoad ; Store "Bank Pointer"
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jsr MovePlayerToOrigin ; Put the player at the beginning of the map
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lda #74
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jsr SetBG0XPos
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lda #DIRTY_BIT_BG0_REFRESH ; Redraw all of the tiles on the next Render
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ora #DIRTY_BIT_BG1_REFRESH
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@ -1307,3 +1305,6 @@ qtRec adrl $0000
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@ -73,7 +73,7 @@ Render
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jsr _ApplyBG1XPosPre
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jsr _UpdateBG0TileMap
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; jsr _UpdateBG1TileMap
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jsr _UpdateBG1TileMap
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jsr _ApplyBG0XPos ; Patch the PEA instructions with exit BRA opcode
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jsr _ApplyBG1XPos ; Patch the PEA instructions with exit BRA opcode
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@ -140,5 +140,6 @@ Render
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@ -502,7 +502,7 @@ _UpdateBG1TileMap
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sta :Left
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:DoXUpdate
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jsr _DrawRectBG1 ; Fill in the rectangle.
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jmp _DrawRectBG1 ; Fill in the rectangle.
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:NoXUpdate
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rts
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@ -568,11 +568,9 @@ _DrawRectBG1
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asl ; This is the number of bytes to move the Offset to advance from the end of
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sta :Span ; one line to the beginning of the next
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; Now we need to figure out the code field tile coordinate of corner of
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; play field. That is, becuase the screen is scrolling, the location of
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; tile (0, 0) could be anywhere within the code field
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; Now we need to figure out the tile coordinate of corner of play field.
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lda BG1StartYMod208 ; This is the code field line that is at the top of the screen
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lda BG1StartYMod208 ; This is the line that is at the top of the screen
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and #$FFF8 ; Clamp to the nearest block
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lsr
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lsr
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@ -658,3 +656,10 @@ _DrawRectBG1
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@ -753,9 +753,12 @@ CopyTileBG1
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adc BG1YTable,y
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tay
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pei BG1DataBank
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plb
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sep #$20
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lda BG1DataBank
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pha
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plb ; set the bank
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rep #$20
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pla ; pop the tile ID
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jsr RenderTileBG1
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@ -771,3 +774,6 @@ CopyTileBG1
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