Add in some missed updates

This commit is contained in:
Lucas Scharenbroich 2022-06-27 11:25:08 -05:00
parent a7dad98d50
commit 57ffa8794f
4 changed files with 85 additions and 51 deletions

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@ -9,11 +9,14 @@
use Tool222.Macs.s
use Util.Macs.s
use CORE.MACS.s
use ../../src/GTE.s
use GTE.Macs
use ../../src/Defs.s
mx %00
TSet EXT
; Feature flags
NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging
NO_MUSIC equ 1 ; turn music + tool loading off
@ -22,40 +25,39 @@ NO_MUSIC equ 1 ; turn music + tool loadi
phk
plb
jsl EngineStartUp
sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program
_MTStartUp ; GTE requires the miscellaneous toolset to be running
lda #^MyPalette
ldx #MyPalette
ldy #0
jsl SetPalette
jsr GTEStartUp ; Load and install the GTE User Tool
ldx #0
jsl SetScreenMode
; Load a tileset
pea #^TSet
pea #TSet
_GTELoadTileSet
pea $0000
pea #^MyPalette
pea #MyPalette
_GTESetPalette
pea $0000
_GTESetScreenMode
; Set up our level data
jsr BG0SetUp
jsr BG1SetUp
jsr TileAnimInit
jsr BG0SetUp
jsr BG1SetUp
jsr TileAnimInit
; Allocate room to load data
jsl AllocBank ; Alloc 64KB for Load/Unpack
sta BankLoad ; Store "Bank Pointer"
jsl AllocBank ; Alloc 64KB for Load/Unpack
sta BankLoad ; Store "Bank Pointer"
jsr MovePlayerToOrigin ; Put the player at the beginning of the map
jsr InitOverlay ; Initialize the status bar
jsr MovePlayerToOrigin ; Put the player at the beginning of the map
jsr InitOverlay ; Initialize the status bar
lda #DIRTY_BIT_BG0_REFRESH ; Redraw all of the tiles on the next Render
ora #DIRTY_BIT_BG1_REFRESH
tsb DirtyBits
stz frameCount
ldal OneSecondCounter
sta oldOneSecondCounter
lda #$FFFF
jsl Render
EvtLoop
jsl DoTimers
jsl Render
@ -439,6 +441,59 @@ closeRec dw 1 ; pCount
qtRec adrl $0000
da $00
; Load the GTE User Tool and install it
GTEStartUp
pea $0000
_LoaderStatus
pla
pea $0000
pea $0000
pea $0000
pea $0000
pea $0000 ; result space
lda MyUserId
pha
pea #^ToolPath
pea #ToolPath
pea $0001 ; do not load into special memory
_InitialLoad
bcc :ok1
brk $01
:ok1
ply
pla ; Address of the loaded tool
plx
ply
ply
pea $8000 ; User toolset
pea $00A0 ; Set the tool set number
phx
pha ; Address of function pointer table
_SetTSPtr
bcc :ok2
brk $02
:ok2
clc ; Give GTE a page of direct page memory
tdc
adc #$0100
pha
pea #ENGINE_MODE_DYN_TILES+ENGINE_MODE_TWO_LAYER ; Enable Dynamic Tiles and Two Layer
lda MyUserId ; Pass the userId for memory allocation
pha
_GTEStartUp
bcc :ok3
brk $03
:ok3
rts
PUT App.Msg.s
PUT Actions.s
PUT font.s

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@ -7,30 +7,9 @@
; Segment #1 -- Main execution block
ASM App.Main.s
DS 0 ; Number of bytes of 0's to add at the end of the Segment
KND #$1100 ; Type and Attributes ($11=Static+Bank Relative,$00=Code)
ALI None ; Boundary Alignment (None)
SNA Main
; Segment #2 -- Core GTE Code
ASM ..\..\src\Core.s
SNA Core
; Segment #3 -- 64KB Tile Memory
; Segment #2 -- Tileset
ASM gen\App.TileSet.s
DS 0
KND #$1001 ; Type and Attributes ($11=Static+Bank Relative,$01=Data)
; ALI BANK
SNA Tiles
; Segment #4 -- Rotation table data
ASM ..\..\src\RotData.s
DS 0
KND #$1001 ; Type and Attributes ($11=Static+Bank Relative,$01=Data)
ALI BANK
SNA RotData
SNA TSET

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@ -2,7 +2,7 @@
; Palette:
; $0000,$0777,$0F31,$0E51,$00A0,$02E3,$0BF1,$0FA4,$0FD7,$0EE6,$0F59,$068F,$01CE,$09B9,$0EDA,$0EEE
; Converting to BG0 format...
tiledata ENT
TSet ENT
; Reserved space (tile 0 is special...
ds 128

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@ -464,7 +464,7 @@ GTEStartUp
tdc
adc #$0100
pha
pea #ENGINE_MODE_DYN_TILES ; Enable Dynamic Tiles
pea #ENGINE_MODE_DYN_TILES+ENGINE_MODE_TWO_LAYER ; Enable Dynamic Tiles and Two Layer
lda MyUserId ; Pass the userId for memory allocation
pha
_GTEStartUp