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Add three-sprite rendering function
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@ -38,7 +38,7 @@ FastTileProcs dw _TBCopyDataFast,_TBCopyDataFast,_TBCopyDataFast,_TBCopyDataFa
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SpriteDispatch
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txy
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SpriteBitsToVBuffAddrs OneSpriteFast;TwoSpritesFast;TwoSpritesFast;TwoSpritesFast
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SpriteBitsToVBuffAddrs OneSpriteFast;TwoSpritesFast;ThreeSpritesFast;ThreeSpritesFast
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; Where there are sprites involved, the first step is to call a routine to copy the
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; tile data into a temporary buffer. Then the sprite data is merged and placed into
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@ -113,7 +113,6 @@ TwoSpritesFast
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ply ; Pop off CODE_ADDR_LOW
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plb ; Set the CODE_ADDR_HIGH bank
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_TBApplySpriteData3
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]line equ 0
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lup 8
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lda tmp_tile_data+{]line*4}
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@ -125,7 +124,61 @@ _TBApplySpriteData3
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plb ; Reset to the bank in the top byte of CODE_ADDR_HIGH
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rts
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ThreeSpriteLine mac
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; and [sprite_ptr2],y
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db $37,sprite_ptr2
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ora (sprite_ptr2),y
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; and [sprite_ptr1],y
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db $37,sprite_ptr1
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ora (sprite_ptr1),y
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; and [sprite_ptr0],y
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db $37,sprite_ptr0
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ora (sprite_ptr0),y
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<<<
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ThreeSpritesFast
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ldx TileStore+TS_TILE_ADDR,y
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lda TileStore+TS_CODE_ADDR_HIGH,y ; load the bank of the target code field line
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pha ; and put on the stack for later. Has TileStore bank in high byte.
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lda TileStore+TS_CODE_ADDR_LOW,y ; load the address of the code field
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pha ; Need to pop it later....
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sep #$20 ; set the sprite data bank
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lda #^spritedata
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pha
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plb
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rep #$20
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]line equ 0
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lup 8
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ldy #{]line*SPRITE_PLANE_SPAN}
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ldal tiledata+{]line*4},x
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ThreeSpriteLine
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sta tmp_tile_data+{]line*4}
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ldy #{]line*SPRITE_PLANE_SPAN}+2
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ldal tiledata+{]line*4}+2,x
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ThreeSpriteLine
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sta tmp_tile_data+{]line*4}+2
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]line equ ]line+1
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--^
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ply ; Pop off CODE_ADDR_LOW
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plb ; Set the CODE_ADDR_HIGH bank
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]line equ 0
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lup 8
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lda tmp_tile_data+{]line*4}
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sta: $0004+{]line*$1000},y
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lda tmp_tile_data+{]line*4}+2
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sta: $0001+{]line*$1000},y
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]line equ ]line+1
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--^
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plb ; Reset to the bank in the top byte of CODE_ADDR_HIGH
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rts
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FourSpritesFast
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; tyx
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; lda TileStore+TS_TILE_ADDR,y
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