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https://github.com/lscharen/iigs-game-engine.git
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This commit is contained in:
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@ -1,2 +1,4 @@
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GTETool.SHK=Type(E0),AuxType(8002),VersionCreate(00),MinVersion(87),Access(E3),FolderInfo1(000000000000000000000000000000000000),FolderInfo2(000000000000000000000000000000000000)
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Tool160.SHK=Type(E0),AuxType(8002),VersionCreate(00),MinVersion(B8),Access(E3),FolderInfo1(000000000000000000000000000000000000),FolderInfo2(000000000000000000000000000000000000)
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CCode.SHK=Type(E0),AuxType(8002),VersionCreate(00),MinVersion(9C),Access(E3),FolderInfo1(000000000000000000000000000000000000),FolderInfo2(000000000000000000000000000000000000)
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ChrisV.SHK=Type(E0),AuxType(8002),VersionCreate(00),MinVersion(BC),Access(E3),FolderInfo1(000000000000000000000000000000000000),FolderInfo2(000000000000000000000000000000000000)
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@ -81,6 +81,8 @@ SpriteCount equ 50
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; Load a tileset
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pea #0
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pea #511
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pea #^tiledata
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pea #tiledata
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_GTELoadTileSet
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@ -131,28 +133,31 @@ HERO_FRAME_4 equ HERO_SIZE+151
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HERO_VBUFF_4 equ VBUFF_SPRITE_START+3*VBUFF_SPRITE_STEP
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HERO_SLOT equ 1
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pea HERO_FRAME_1
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pea HERO_VBUFF_1
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_GTECreateSpriteStamp
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; pea HERO_FRAME_1
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; pea HERO_VBUFF_1
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; _GTECreateSpriteStamp
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pea HERO_FRAME_2
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pea HERO_VBUFF_2
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_GTECreateSpriteStamp
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; pea HERO_FRAME_2
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; pea HERO_VBUFF_2
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; _GTECreateSpriteStamp
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pea HERO_FRAME_3
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pea HERO_VBUFF_3
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_GTECreateSpriteStamp
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; pea HERO_FRAME_3
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; pea HERO_VBUFF_3
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; _GTECreateSpriteStamp
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pea HERO_FRAME_4
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pea HERO_VBUFF_4
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_GTECreateSpriteStamp
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; pea HERO_FRAME_4
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; pea HERO_VBUFF_4
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; _GTECreateSpriteStamp
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pea HERO_SLOT ; Put the player in slot 1
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pea HERO_FLAGS
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pea HERO_VBUFF_1 ; and use this stamp
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pei PlayerX
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pei PlayerY
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_GTEAddSprite
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; pea HERO_SLOT ; Put the player in slot 1
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; pea HERO_FLAGS
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; pea HERO_VBUFF_1 ; and use this stamp
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; pei PlayerX
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; pei PlayerY
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; _GTEAddSprite
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pea $0000
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_GTERender
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EvtLoop
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pha
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@ -202,13 +207,13 @@ do_render
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jsr ApplyCollisions ; Check if we run into things
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jsr UpdateCameraPos ; Moves the screen
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pea HERO_SLOT
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pei PlayerX
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pei PlayerY
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_GTEMoveSprite ; Move the sprite to this local position
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; pea HERO_SLOT
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; pei PlayerX
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; pei PlayerY
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; _GTEMoveSprite ; Move the sprite to this local position
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pea $0000
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_GTERender
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; pea $0000
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; _GTERender
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; Update the performance counters
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@ -216,11 +221,11 @@ do_render
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pha
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_GTEGetSeconds
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pla
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cmp OldOneSecondCounter
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beq :noudt
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sta OldOneSecondCounter
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jsr UdtOverlay
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stz frameCount
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; cmp OldOneSecondCounter
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; beq :noudt
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; sta OldOneSecondCounter
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; jsr UdtOverlay
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; stz frameCount
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:noudt
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brl EvtLoop
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@ -468,10 +473,10 @@ ApplyCollisions
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tax
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:frame
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pea HERO_SLOT
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pei LastHFlip
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phx
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_GTEUpdateSprite
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; pea HERO_SLOT
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; pei LastHFlip
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; phx
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; _GTEUpdateSprite
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rts
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@ -157,6 +157,13 @@ RENDER_BG1_HORZ_OFFSET equ $0002
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RENDER_BG1_VERT_OFFSET equ $0004
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RENDER_BG1_ROTATION equ $0008
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RENDER_PER_SCANLINE equ $0010
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RENDER_WITH_SHADOWING equ $0020
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; Overlay flags
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OVERLAY_MASKED equ $0000 ; Overlay has a mask, so the background must be draw first
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OVERLAY_SOLID equ $8000 ; Overlay covers the scan line and is fully opaque
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OVERLAY_ABOVE equ $0000 ; Overlay is drawn above scanline sprites
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OVERLAY_BELOW equ $4000 ; Overlay is drawn below scanline sprites
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; GetAddress table IDs
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scanlineHorzOffset equ $0001
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16
src/Defs.s
16
src/Defs.s
@ -174,6 +174,20 @@ RENDER_BG1_HORZ_OFFSET equ $0002
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RENDER_BG1_VERT_OFFSET equ $0004
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RENDER_BG1_ROTATION equ $0008
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RENDER_PER_SCANLINE equ $0010
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RENDER_WITH_SHADOWING equ $0020
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; Overlay flags
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OVERLAY_MASKED equ $0000 ; Overlay has a mask, so the background must be draw first
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OVERLAY_SOLID equ $8000 ; Overlay covers the scan line and is fully opaque
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OVERLAY_ABOVE equ $0000 ; Overlay is drawn above scanline sprites
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OVERLAY_BELOW equ $4000 ; Overlay is drawn below scanline sprites
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OVERLAY_BASE equ 2 ; 2 bytes for the number of overlays
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OVERLAY_REC_SIZE equ 10 ; Size of an overlay record (10 bytes)
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OVERLAY_FLAGS equ {OVERLAY_BASE+0}
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OVERLAY_TOP equ {OVERLAY_BASE+2}
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OVERLAY_BOTTOM equ {OVERLAY_BASE+4}
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OVERLAY_PROC equ {OVERLAY_BASE+6}
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; DirtyBits definitions
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DIRTY_BIT_BG0_X equ $0001
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@ -185,7 +199,7 @@ DIRTY_BIT_BG1_REFRESH equ $0020
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DIRTY_BIT_SPRITE_ARRAY equ $0040
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; GetAddress table IDs
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scanlineHorzOffset equ $0001 ; table of 416 wors, a double-array of scanline offset values. Must be 0, 163
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scanlineHorzOffset equ $0001 ; table of 416 words, a double-array of scanline offset values. Must be 0, 163
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; Script definition
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YIELD equ $8000
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190
src/Render.s
190
src/Render.s
@ -8,8 +8,15 @@
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; and internal data structure to properly render the play field. Then the update pipeline is
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; executed.
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;
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; Everything is composited into the tiles in the playfield and then the screen is rendered in
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; a single pass.
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; There are two major rendering modes: a composited mode and a scanline mode. The composited mode
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; will render all of the sprites into the playfield tiles, and then perform a single blit to update
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; the entire playfield. The scanline mode utilized shadowing and blits the background scanlines
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; on sprite lines first, then draws the sprites and finally exposes the updated scanlines.
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;
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; The composited mode has the advantages of being able to render sprites behind tile data as well
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; as avoiding most overdraw. The scanline mode is able to draw sprites correctly even when scanline
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; effect are used on the background and has lower overhead, which can make it faster in some cases,
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; even with the additional overdraw.
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;
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; TODO -- actually check the dirty bits and be selective on what gets updated. For example, if
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; only the Y position changes, then we should only need to set new values on the
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@ -32,13 +39,6 @@ _Render
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stz SpriteRemovedFlag ; If we remove a sprite, then we need to flag a rebuild for the next frame
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; If we are doing per-scanline rendering, use the alternate renderer
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lda #RENDER_PER_SCANLINE
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bit RenderFlags
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beq *+5
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jmp _RenderScanlines ; Do the scanline-based renderer
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jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
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lda #RENDER_BG1_ROTATION
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@ -61,6 +61,7 @@ _Render
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jsr _ApplyTiles ; This function actually draws the new tiles into the code field
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jsr _ApplyBG0XPos ; Patch the code field instructions with exit BRA opcode
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lda #RENDER_BG1_ROTATION
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bit RenderFlags
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bne :skip_bg1_x
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@ -79,8 +80,8 @@ _Render
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; optimization that can be done here is that the lines can be rendered in any order
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; since it is not shown on-screen yet.
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ldx Overlays+2 ; Blit the full virtual buffer to the screen
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ldy Overlays+4
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ldx Overlays+OVERLAY_TOP ; Blit the full virtual buffer to the screen
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ldy Overlays+OVERLAY_BOTTOM
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jsr _BltRange
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; Turn shadowing back on
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@ -89,14 +90,9 @@ _Render
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; Now render all of the remaining lines in top-to-bottom (or bottom-to-top) order
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ldx #0
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ldy Overlays+2
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beq :skip
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jsr _BltRange
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:skip
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jsr _DoOverlay
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ldx Overlays+4
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ldx Overlays+OVERLAY_BOTTOM
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cpx ScreenHeight
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beq :done
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ldy ScreenHeight
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@ -138,14 +134,14 @@ _Render
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rts
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_DoOverlay
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lda Overlays+6
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lda Overlays+OVERLAY_PROC
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stal :disp+1
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lda Overlays+7
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lda Overlays+OVERLAY_PROC+1
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stal :disp+2
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lda ScreenY0 ; pass the address of the first line of the overlay
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clc
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adc Overlays+2
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adc Overlays+OVERLAY_TOP
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asl
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tax
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lda ScreenAddr,x
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@ -312,3 +308,157 @@ _ApplyDirtyTiles
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stz DirtyTileCount ; Reset the dirty tile count
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rts
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; This rendering mode turns off shadowing and draws all of the relevant background lines and then
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; draws sprites on top of the background before turning shadowing on and exposing the lines to the
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; screen. Even though entire lines are drawn twice, it's so efficient that it is often faster
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; than using all of the logic to draw/erase tiles in the TileBuffer, even though less visible words
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; are touched.
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;
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; This mode is also necessary if per-scanling rendering it used since spritge would not look correct
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; if each line had independent offsets.
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_RenderWithShadowing
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sta RenderFlags
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jsr _DoTimers ; Run any pending timer tasks
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jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
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jsr _ApplyBG1YPos ; Set the y-register values of the blitter
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; _ApplyBG0Xpos need to be split because we have to set the offsets, then draw in any updated tiles, and
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; finally patch out the code field. Right now, the BRA operand is getting overwritten by tile data.
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jsr _ApplyBG0XPosPre
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jsr _ApplyBG1XPosPre
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jsr _UpdateBG0TileMap ; and the tile maps. These subroutines build up a list of tiles
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jsr _UpdateBG1TileMap ; that need to be updated in the code field
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jsr _ApplyTiles ; This function actually draws the new tiles into the code field
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jsr _ApplyBG0XPos ; Patch the code field instructions with exit BRA opcode
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jsr _ApplyBG1XPos ; Update the direct page value based on the horizontal position
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; At this point, everything in the background has been rendered into the code field. Next, we need
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; to create priority lists of scanline ranges.
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;
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; The objects that need to be reasoned about are
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;
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; 1. Sprites
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; 2. Overlays
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; a. Solid High Priority
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; b. Solid Low Priority
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; c. Masked High Priority
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; d. Masked Low Priority
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; 3. Background
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;
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; Notes:
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;
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; A High Priority overlay is rendered above the sprites
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; A Low Priority overlay is rendered below the sprites
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; A Solid High Priority overlay obscured everything and if the only thing drawn on the scanline
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;
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; The order of draw oprations is:
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;
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; 1. Turn off shadowing
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; 2. Draw the background for scanlines with (Sprites OR a Masked Low Priority overlay) AND NOT a Solid Low Priority overlay
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; 3. Draw the Solid Low Priority overlays
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; 4. Draw the Sprites
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; 5. Draw the Masked Low Priority overlays
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; 6. Turn on shadowing
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; 7. Draw, in top-to-bottom order
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; a. Background lines not drawn yet
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; b. PEI Slam lines with (Sprites OR a Masked Low Priority Overlay) AND NOT a High Priority overlay
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; c. High Priority overlays
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;
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; The work of this routine is to quickly build a sorted list of scanline ranges that can the appropriate
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; sub-renderer
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; jsr BuildShadowSegments
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;
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; The trick is to create a bit-field mapping for the different actions to define
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lda Overlays
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beq :no_ovrly
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jsr _ShadowOff
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; Shadowing is turned off. Render all of the scan lines that need a second pass. One
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; optimization that can be done here is that the lines can be rendered in any order
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; since it is not shown on-screen yet.
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ldx Overlays+OVERLAY_TOP ; Blit the full virtual buffer to the screen
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ldy Overlays+OVERLAY_BOTTOM
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jsr _BltRange
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; Turn shadowing back on
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jsr _ShadowOn
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; Now render all of the remaining lines in top-to-bottom (or bottom-to-top) order
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ldx #0
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ldy Overlays+OVERLAY_TOP
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beq :skip
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jsr _BltRange
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:skip
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jsr _DoOverlay
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ldx Overlays+OVERLAY_BOTTOM
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cpx ScreenHeight
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beq :done
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ldy ScreenHeight
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jsr _BltRange
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bra :done
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:no_ovrly
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ldx #0 ; Blit the full virtual buffer to the screen
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ldy ScreenHeight
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jsr _BltRange
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:done
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ldx #0
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ldy ScreenHeight
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jsr _BltSCB
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lda StartYMod208 ; Restore the fields back to their original state
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ldx ScreenHeight
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jsr _RestoreBG0Opcodes
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lda StartY
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sta OldStartY
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lda StartX
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sta OldStartX
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lda BG1StartY
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sta OldBG1StartY
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lda BG1StartX
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sta OldBG1StartX
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stz DirtyBits
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stz LastRender ; Mark that a full render was just performed
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lda SpriteRemovedFlag ; If any sprite was removed, set the rebuild flag
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beq :no_removal
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lda #DIRTY_BIT_SPRITE_ARRAY
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sta DirtyBits
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:no_removal
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rts
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; Look at the overlay list and the sprite list and figure out which scaneline ranges need to be
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; blitted in what order. We try to build all of the scan line segments lists because that
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; saves the work of re-scanning the lists.
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;
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; The semgent list definitions are:
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;
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; BLIT_W_SHADOW_OF
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BuildShadowSegments
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; ldx _SortedHead
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; bmi :no_sprite
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;:loop
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; lda _Sprites+CLIP_TOP,x
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; lda _Sprites+SORTED_NEXT,x
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; tax
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; bpl :loop
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;
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; lda #0 ; Start at the top of the
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rts
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|
18
src/Sprite.s
18
src/Sprite.s
@ -223,10 +223,11 @@ _DoPhase1
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trb SpriteMap
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lda #SPRITE_STATUS_EMPTY ; Mark as empty so no error if we try to Add a sprite here again
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sta _Sprites+SPRITE_STATUS,y
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jmp _ClearSpriteFromTileStore ; Clear the tile flags, add to the dirty tile list and done
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tyx
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jsr _DeleteSprite ; Remove sprite from linked list
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txy ; Restore y-register
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:hidden
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jmp _ClearSpriteFromTileStore
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jmp _ClearSpriteFromTileStore ; Clear the tile flags, add to the dirty tile list and done
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:no_clear
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@ -406,7 +407,8 @@ _AddSprite
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lda _SpriteBits,x ; Get the bit flag for this sprite slot
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tsb SpriteMap ; Mark it in the sprite map bit field
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jmp _PrecalcAllSpriteInfo ; Cache sprite property values
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jsr _PrecalcAllSpriteInfo ; Cache sprite property values
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jmp _InsertSprite ; Insert it into the sorted list
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; _SortSprite
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;
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@ -419,9 +421,9 @@ _AddSprite
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;
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; X = current sprite index
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;
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; The sorting strategy is to
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; The sorting strategy is to
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;
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; a) check if the corrent slot's y-pos is greater than the next item. If yes, then search forward
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; a) check if the current slot's y-pos is greater than the next item. If yes, then search forward
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; b) check if the current slot's y-pos is less than the prev item. If yes, then search in reverse
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; c) sprite is in the correct location
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;
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@ -1022,7 +1024,7 @@ _RemoveSprite
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ora #SPRITE_STATUS_REMOVED
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sta _Sprites+SPRITE_STATUS,x
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rts
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rts ; The _DeleteSprite call is made in _DoPhase1 during the next render
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; Update the sprite's flags. We do not allow the size of a sprite to be changed. That requires
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; the sprite to be removed and re-added.
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@ -1112,4 +1114,4 @@ _MoveSprite
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sta _Sprites+SPRITE_STATUS,x
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jsr _PrecalcSpritePos ; Can be specialized to only update (x,y) values
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jmp _SortSprite ; UPdate the sprite's sorted position
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jmp _SortSprite ; Update the sprite's sorted position
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|
14
src/Tiles.s
14
src/Tiles.s
@ -445,16 +445,16 @@ _SetTileProcs
|
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; TileProcTables
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;
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; Tables of tuples used to populate the K_TS_* dispatch arrays for different combinations. This is
|
||||
; easier to maintain than a bunch of conditional code. Each etry hold three addresses.
|
||||
; easier to maintain than a bunch of conditional code. Each entry holds three addresses.
|
||||
;
|
||||
; First address: Draw a tile directly into the code buffer (no sprites)
|
||||
; Second address: Draw a tile merged with sprite data from the direct page
|
||||
; Third address: Specialize routine to draw a tile merged with one sprite
|
||||
;
|
||||
; There are unique tuples of routines for all of the different combinations of tile properties
|
||||
; and engine modes. This is an extesive number of combinations, but it simplified the development
|
||||
; and maintainence of the rendering subroutines. Also, the difference subroutines can be written
|
||||
; in any way and can make use of their on subroutines to reduce code size.
|
||||
; and engine modes. This is an extensive number of combinations, but it simplifies the development
|
||||
; and maintainence of the rendering subroutines. Also, the different subroutines can be written
|
||||
; in any way and can make use of their own subroutines to reduce code size.
|
||||
;
|
||||
; Properties:
|
||||
;
|
||||
@ -506,6 +506,12 @@ DynUnder dw CopyDynamicTile,DynamicUnder,OneSpriteDynamicUnder
|
||||
; the TILE_SOLID_BIT hint bit can be set to indicate that a tile
|
||||
; has no transparency. This allows one of the faster routines
|
||||
; to be selected from the other Proc tables
|
||||
;
|
||||
; FUTURE: An optimization that can be done is to have the snippets
|
||||
; code layout fixed based on the EngineFlags and then the Two Layer
|
||||
; routines should only need to update the DATA and MASK operands in
|
||||
; the snippet at a fixed location rather than rebuild the ~20 bytes
|
||||
; of data.
|
||||
TwoLyrProcs
|
||||
TwoLyrOverZA dw Tile0TwoLyr,SpriteOver0TwoLyr,OneSpriteOver0TwoLyr
|
||||
TwoLyrOverZV dw Tile0TwoLyr,SpriteOver0TwoLyr,OneSpriteOver0TwoLyr
|
||||
|
17
src/Tool.s
17
src/Tool.s
@ -293,7 +293,15 @@ _TSRender
|
||||
|
||||
_TSEntry
|
||||
lda :flags,s
|
||||
bit #RENDER_WITH_SHADOWING
|
||||
beq :no_shadowing
|
||||
jsr _RenderWithShadowing
|
||||
bra :done
|
||||
|
||||
:no_shadowing
|
||||
jsr _Render
|
||||
|
||||
:done
|
||||
_TSExit #0;#2
|
||||
|
||||
|
||||
@ -696,14 +704,15 @@ _TSSetOverlay
|
||||
|
||||
lda #1
|
||||
sta Overlays
|
||||
stz Overlays+OVERLAY_FLAGS
|
||||
lda :top,s
|
||||
sta Overlays+2
|
||||
sta Overlays+OVERLAY_TOP
|
||||
lda :bottom,s
|
||||
sta Overlays+4
|
||||
sta Overlays+OVERLAY_BOTTOM
|
||||
lda :proc,s
|
||||
sta Overlays+6
|
||||
sta Overlays+OVERLAY_PROC
|
||||
lda :proc+2,s
|
||||
sta Overlays+8
|
||||
sta Overlays+OVERLAY_PROC+2
|
||||
|
||||
_TSExit #0;#8
|
||||
|
||||
|
@ -391,7 +391,7 @@ Timers ENT
|
||||
ds TIMER_REC_SIZE*MAX_TIMERS
|
||||
Overlays ENT
|
||||
dw 0 ; count
|
||||
ds 8 ; only support one or now (start_line, end_line, function call)
|
||||
ds 10 ; only support one for now (flags, start_line, end_line, function call)
|
||||
|
||||
; From the IIgs ref
|
||||
DefaultPalette ENT
|
||||
|
Loading…
x
Reference in New Issue
Block a user