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Update some demos to match new behaviors
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@ -202,9 +202,6 @@ HERO_SLOT equ 1
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pei PlayerY2
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_GTEAddSprite
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pea #RENDER_WITH_SHADOWING
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_GTERender
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EvtLoop
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pha
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_GTEReadControl
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@ -280,7 +277,8 @@ do_render
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pha
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_GTEMoveSprite ; Move the sprite to this local position
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pea #RENDER_WITH_SHADOWING
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; pea #RENDER_WITH_SHADOWING
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pea $0000
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_GTERender
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; Update the performance counters
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@ -172,16 +172,64 @@ HERO_SLOT_2 equ 2
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pea HERO_VBUFF_4
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_GTECreateSpriteStamp
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pea HERO_SLOT_1 ; Put the player in slot 1
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pea HERO_FLAGS
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DO 0
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lda #SPRITE_16X16
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sta SpriteFlags1
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lda #SPRITE_16X8
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sta SpriteFlags2
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ELSE
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lda #SPRITE_16X16+SPRITE_COMPILED
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sta SpriteFlags1
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lda #SPRITE_16X8+SPRITE_COMPILED
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sta SpriteFlags2
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pha ; Space for result
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pea HERO_SIZE
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pea HERO_VBUFF_1
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_GTECompileSpriteStamp
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pla
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sta HeroFrames1+2
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sta HeroFrames1+6
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pha ; Space for result
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pea HERO_SIZE
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pea HERO_VBUFF_2
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_GTECompileSpriteStamp
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pla
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sta HeroFrames1+0
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sta HeroFrames1+4
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pha ; Space for result
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pea HERO_SIZE
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pea HERO_VBUFF_3
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_GTECompileSpriteStamp
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pla
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sta HeroFrames2+2
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sta HeroFrames2+6
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pha ; Space for result
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pea HERO_SIZE
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pea HERO_VBUFF_4
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_GTECompileSpriteStamp
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pla
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sta HeroFrames2+0
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sta HeroFrames2+4
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FIN
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pea HERO_SLOT_1 ; Put the player in slot 1
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lda SpriteFlags1
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pha
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lda HeroFrames1
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pha
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pei PlayerX
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pei PlayerY
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_GTEAddSprite
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pea HERO_SLOT_2
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pea HERO_FLAGS
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pea HERO_VBUFF_2
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lda SpriteFlags2
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pha
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lda HeroFrames2
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pha
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pei PlayerX
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lda PlayerY
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clc
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@ -294,7 +342,9 @@ do_render
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pha
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_GTESetBG1Origin
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pea #RENDER_BG1_HORZ_OFFSET
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; pea #RENDER_BG1_HORZ_OFFSET
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pea #RENDER_WITH_SHADOWING
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; pea #0
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_GTERender
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; Update the performance counters
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@ -525,6 +575,10 @@ Fatal brk $00
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qtRec adrl $0000
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da $00
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; Sprite VBUFF / Compile tokens
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SpriteFlags1 ds 2
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SpriteFlags2 ds 2
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; Color palette
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MyDirectPage ds 2
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@ -301,9 +301,12 @@ DoLoadBG1
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ldx #BG1AltDataFile
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jsr LoadFile
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lda altBG1Bank
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jsl SetBG1Bank
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ldx BankLoad
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lda #0
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ldy BG1AltBank
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ldy BG1DataBank
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jsl CopyBinToBG1
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rts
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@ -105,7 +105,7 @@ InitOverlay
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ldx #r_line+{CHAR_WIDTH*4}
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jsr _DrawChar
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pea $0000
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pea $0000 ; logical lines for the overlay bar
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pea $0008
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pea #^StatusBar
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pea #StatusBar
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@ -174,6 +174,8 @@ oneSecondCounter ds 2
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; Draw the overlay
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; A = address of the left edge of the screen
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; X = top line to start drawing the overlay (typically 0)
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; Y = bottom line to stop drawing the overlayer (typically the overlay height set during call to _SetOverlay)
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StatusBar phb ; Called via JSL
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phd ; save the direct page register
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