mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-25 15:32:59 +00:00
Sorted out BG1 edge artifacts
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BIN
assets/gba-cloud-bgnd-8-color.png
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assets/gba-cloud-bgnd-8-color.png
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assets/gba-cloud-bgnd.png
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assets/gba-cloud-bgnd.png
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assets/smb-2bit-328x208-shift.png
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assets/smb-2bit-328x208-shift.png
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assets/smb-2bit-328x208.png
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assets/smb-2bit-512x223.png
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@ -15,4 +15,5 @@ REM Cadius does not overwrite files, so clear the root folder first
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REM Now copy files and folders as needed
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%CADIUS% ADDFILE %IMAGE% %FOLDER% src\\GTETestApp
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%CADIUS% ADDFILE %IMAGE% %FOLDER% emu\\test.pic
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%CADIUS% ADDFILE %IMAGE% %FOLDER% emu\\bg1.bin
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%CADIUS% ADDFILE %IMAGE% %FOLDER% emu\\bg1a.bin
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%CADIUS% ADDFILE %IMAGE% %FOLDER% emu\\bg1b.bin
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@ -15,7 +15,7 @@
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"debug": "%npm_package_config_crossrunner% src\\GTETestApp -Source src\\GTETestApp_S02_MAINSEG_Output.txt -Debug -CompatibilityLayer",
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"build": "%npm_package_config_merlin32% -V %npm_package_config_macros% src\\App.s",
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"build:watch": "watch \"npm run build\" src",
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"build:assets": "node ./tools/pngtoiigs.js ./assets/gba-cloud-bgnd-8-color.png ./emu/bg1.bin"
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"build:assets": "node ./tools/pngtoiigs.js ./assets/smb-2bit-328x208.png ./emu/bg1a.bin && node ./tools/pngtoiigs.js ./assets/smb-2bit-328x208-shift.png ./emu/bg1b.bin"
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},
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"repository": {
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"type": "git",
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@ -1,10 +1,12 @@
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MoveLeft
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clc
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adc StartX ; Increment the virtual X-position
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cmp #164
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bcc *+5
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lda #0
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jsr SetBG0XPos
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lda StartX
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lsr
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jsr SetBG1XPos
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jsr DoFrame
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rts
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@ -84,3 +86,4 @@ Demo
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FPSStr str 'FPS'
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@ -51,10 +51,13 @@ MemInit PushLong #0 ; space for result
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_Deref
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stx BlitterDP
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; Allocate a bank of memory for BG1
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; Allocate banks of memory for BG1
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jsr AllocOneBank2
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sta BG1DataBank
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jsr AllocOneBank2
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sta BG1AltBank
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; Allocate the 13 banks of memory we need and store in double-length array
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]step equ 0
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lup 13
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@ -200,5 +203,6 @@ ShutDown rts
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117
src/App.Main.s
117
src/App.Main.s
@ -102,6 +102,9 @@ NO_INTERRUPTS equ 0 ; turn off for crossrunner
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jsr _InitBG1 ; Initialize the second background
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lda #0
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jsr _ClearBG1Buffer
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; Load a picture and copy it into Bank $E1. Then turn on the screen.
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jsr AllocOneBank ; Alloc 64KB for Load/Unpack
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@ -303,7 +306,7 @@ DoTiles
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:rowloop
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lda #0
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sta :column,s
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lda #$0015
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lda #$0010
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sta :tile,s
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:colloop
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@ -314,9 +317,9 @@ DoTiles
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lda :tile,s
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jsr CopyTile
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lda :tile,s
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eor #$0003
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sta :tile,s
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; lda :tile,s
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; eor #$0003
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; sta :tile,s
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lda :column,s
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inc
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@ -344,12 +347,34 @@ DoFrame
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; Load a binary file in the BG1 buffer
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DoLoadBG1
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lda BG1DataBank
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xba
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and #$FF00
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ora #$0001 ; Load directly into the BG1 buffer bank on Page 1
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lda BankLoad
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ldx #BG1DataFile
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jsr LoadFile
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lda BankLoad
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xba
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pha
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and #$00FF
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tax
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pla
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and #$FF00
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ldy BG1DataBank
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jsr CopyBinToBG1
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lda BankLoad
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ldx #BG1AltDataFile
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jsr LoadFile
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lda BankLoad
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xba
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pha
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and #$00FF
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tax
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pla
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and #$FF00
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ldy BG1AltBank
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jsr CopyBinToBG1
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rts
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; Load a simple picture format onto the SHR screen
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@ -448,6 +473,56 @@ CopyPicToField
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rts
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; Copy a binary image data file into BG1. Assumes the file is the correct size.
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;
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; A=low word of picture address
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; X=high word of pixture address
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; Y=high word of BG1 bank
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CopyBinToBG1
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:srcptr equ tmp0
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:line_cnt equ tmp2
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:dstptr equ tmp3
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:col_cnt equ tmp5
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sta :srcptr
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stx :srcptr+2
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sty :dstptr+2 ; Everything goes into this bank
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stz :line_cnt
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:rloop
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lda :line_cnt ; get the pointer to the code field line
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asl
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tax
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lda BG1YTable,x
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sta :dstptr
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ldy #0 ; move forward in the image data and image data
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:cloop
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lda [:srcptr],y
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sta [:dstptr],y
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iny
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iny
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cpy #164
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bcc :cloop
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lda [:srcptr] ; Duplicate the last byte in the extra space at the end of the line
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sta [:dstptr],y
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lda :srcptr
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clc
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adc #164 ; Each line is 328 pixels
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sta :srcptr
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inc :line_cnt
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lda :line_cnt
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cmp #208 ; A total of 208 lines
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bcc :rloop
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rts
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****************************************
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* Fatal Error Handler *
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****************************************
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@ -536,7 +611,8 @@ GrafInit
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dw $0fa9,$0ff0,$00e0,$04DF
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dw $0d00,$078f,$0ccc,$0FFF
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DefaultPalette dw $0ADF,$0FF8,$0CD6,$09CF,$0AC6,$08A5,$0FFF,$0694
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DefaultPalette dw $09BE,$0AA6,$0DC9,$0DB7,$09AA
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dw $0080,$0f70,$0FFF
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dw $0fa9,$0ff0,$00e0,$04DF
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dw $0d00,$078f,$0ccc,$0FFF
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@ -735,7 +811,9 @@ msgLine3 str ' -> Return to Try Again'
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msgLine4 str ' -> Esc to Quit'
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; Data storage
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BG1DataFile strl '1/bg1.bin'
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BG1DataFile strl '1/bg1a.bin'
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BG1AltDataFile strl '1/bg1b.bin'
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ImageName strl '1/test.pic'
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MasterId ds 2
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UserId ds 2
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@ -785,4 +863,23 @@ qtRec adrl $0000
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@ -67,6 +67,7 @@ Render
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jsr _ApplyBG0XPos ; Patch the PEA instructions with exit BRA opcode
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jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
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jsr _ApplyBG1XPos ; Adjust the direct page pointers to the BG1 bank
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jsr _ApplyBG1YPos
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ldx #0 ; Blit the full virtual buffer to the screen
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ldy ScreenHeight
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@ -88,3 +89,4 @@ Render
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@ -4,6 +4,10 @@ _InitBG1
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jsr _ApplyBG1YPos
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rts
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SetBG1XPos
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sta BG1StartX
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rts
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; Everytime either BG1 or BG0 X-position changes, we have to update the direct page values. We
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; *could* do this by adjusting the since address offset, but we have to change up to 200 values
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; when the vertical position changes, and only 41 when the horizontal value changes. Plus
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@ -11,12 +15,21 @@ _InitBG1
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;
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; Note: This routine can be optimized as an unrolled loop of PEI instructions
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_ApplyBG1XPos
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lda BG1StartX
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jsr Mod164
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sta BG1StartXMod164
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lda #162
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sec
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sbc StartXMod164
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bpl *+6
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clc
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adc #164
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clc
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adc BG1StartXMod164
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cmp #164
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bcc *+5
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sbc #164
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tay
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phd ; save the direct page because we are going to switch to the
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@ -39,6 +52,28 @@ _ApplyBG1XPos
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pld
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rts
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_ClearBG1Buffer
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phb
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pha
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sep #$20
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lda BG1DataBank
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pha
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plb
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rep #$20
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pla
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ldx #0
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:loop
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sta: $0000,x
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inc
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inx
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inx
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cpx #0
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bne :loop
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plb
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rts
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; Everytime either BG1 or BG0 Y-position changes, we have to update the Y-register
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; value in all of the code fields (within the visible screen)
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_ApplyBG1YPos
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@ -47,7 +82,7 @@ _ApplyBG1YPos
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:draw_count equ tmp2
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:ytbl_idx equ tmp3
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stz :rtbl_idx ; Start copying from the first entry in the table
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stz :ytbl_idx ; Start copying from the first entry in the table
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lda StartY ; This is the base line of the virtual screen
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sta :virt_line ; Keep track of it
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@ -194,6 +229,18 @@ CopyBG1YTableToBG1Addr
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@ -54,7 +54,13 @@ _BltRange
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; Now we need to set up the Bank, Stack Pointer and Direct Page registers for calling into
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; the code field
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lda BG1DataBank ; Set the data bank for BG1 data
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lda StartX
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bit #$01
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beq :primary
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lda BG1AltBank
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bra :alt
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:primary lda BG1DataBank
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:alt
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pha
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plb
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rep #$20
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@ -84,3 +90,4 @@ stk_save lda #0000 ; load the stack
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plb ; restore the bank
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rts
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@ -15,13 +15,18 @@ EngineMode equ 20 ; Defined the mode/capabilities that are ena
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DirtyBits equ 22 ; Identify values that have changed between frames
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BG1DataBank equ 24 ; Data bank that holds BG1 layer data
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BlitterDP equ 26 ; Direct page address the holder blitter data
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BG1AltBank equ 26 ; Alternate BG1 bank
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OldStartX equ 28
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OldStartY equ 30
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BlitterDP equ 28 ; Direct page address the holder blitter data
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LastPatchOffset equ 32 ; Offset into code field that was patched with BRA instructions
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StartXMod164 equ 34
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OldStartX equ 30
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OldStartY equ 32
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LastPatchOffset equ 34 ; Offset into code field that was patched with BRA instructions
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StartXMod164 equ 36
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BG1StartX equ 38 ; Logical offset of the second background
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BG1StartXMod164 equ 40
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bstk equ 208 ; 16-byte stack to push bank addresses
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@ -59,3 +64,6 @@ DIRTY_BIT_BG1_Y equ $0008
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@ -17,6 +17,7 @@
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; Y = Tile row (0 - 25)
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CopyTile
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phb ; save the current bank
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phx ; save the original x-value
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pha ; save the tile ID
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tya ; lookup the address of the virtual line (y * 8)
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@ -43,12 +44,12 @@ CopyTile
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lda Col2CodeOffset,x
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adc BTableLow,y
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tay
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iny ; +1 to move past to opcode to the operand
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plb ; set the bank
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pla ; pop the tile ID
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jsr _CopyTile
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jsr :ClearTile ; :_CopyTile
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plx ; pop the x-register
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plb ; restore the data bank and return
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rts
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@ -60,10 +61,12 @@ CopyTile
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; A = Tile ID (0 - 1023)
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; Y = Base Adddress in the code field
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_CopyTile cmp #$0010
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bcc :FillWord
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:_CopyTile cmp #$0010
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bcs *+5
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brl :FillWord
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cmp #$0400
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bcc :CopyTileMem
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bcs *+5
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brl :CopyTileMem
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rts ; Tile number is too large
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:TilePatterns dw $0000,$1111,$2222,$3333
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@ -71,11 +74,9 @@ _CopyTile cmp #$0010
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dw $8888,$9999,$AAAA,$BBBB
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dw $CCCC,$DDDD,$EEEE,$FFFF
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:FillWord asl
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tax
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ldal :TilePatterns,x
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CopyTileConst sta: $0000,y
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:ClearTile sep #$20
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lda #$B1
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sta: $0000,y
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sta: $0003,y
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sta $1000,y
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sta $1003,y
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@ -91,6 +92,54 @@ CopyTileConst sta: $0000,y
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sta $6003,y
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sta $7000,y
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sta $7003,y
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rep #$20
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lda 3,s
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asl
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asl
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and #$00FF
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ora #$4800
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sta: $0004,y
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sta $1004,y
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sta $2004,y
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sta $3004,y
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sta $4004,y
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sta $5004,y
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sta $6004,y
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sta $7004,y
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inc
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inc
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sta: $0001,y
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sta $1001,y
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sta $2001,y
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sta $3001,y
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sta $4001,y
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sta $5001,y
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sta $6001,y
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sta $7001,y
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rts
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:FillWord asl
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tax
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ldal :TilePatterns,x
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sta: $0001,y
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sta: $0004,y
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sta $1001,y
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sta $1004,y
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sta $2001,y
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sta $2004,y
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sta $3001,y
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sta $3004,y
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sta $4001,y
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sta $4004,y
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sta $5001,y
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sta $5004,y
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sta $6001,y
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sta $6004,y
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sta $7001,y
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sta $7004,y
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rts
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:CopyTileMem sec
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@ -103,38 +152,38 @@ CopyTileConst sta: $0000,y
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asl
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tax
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CopyTileLinear ldal tiledata+0,x ; The low word goes in the *next* instruction
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sta: $0003,y
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ldal tiledata+0,x ; The low word goes in the *next* instruction
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sta: $0004,y
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ldal tiledata+2,x
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sta: $0000,y
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sta: $0001,y
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ldal tiledata+4,x
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sta $1003,y
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sta $1004,y
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ldal tiledata+6,x
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sta $1000,y
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sta $1001,y
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ldal tiledata+8,x
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sta $2003,y
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sta $2004,y
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ldal tiledata+10,x
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sta $2000,y
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sta $2001,y
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ldal tiledata+12,x
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sta $3003,y
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sta $3004,y
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ldal tiledata+14,x
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sta $3000,y
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sta $3001,y
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ldal tiledata+16,x
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sta $4003,y
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sta $4004,y
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ldal tiledata+18,x
|
||||
sta $4000,y
|
||||
sta $4001,y
|
||||
ldal tiledata+20,x
|
||||
sta $5003,y
|
||||
sta $5004,y
|
||||
ldal tiledata+22,x
|
||||
sta $5000,y
|
||||
sta $5001,y
|
||||
ldal tiledata+24,x
|
||||
sta $6003,y
|
||||
sta $6004,y
|
||||
ldal tiledata+26,x
|
||||
sta $6000,y
|
||||
sta $6001,y
|
||||
ldal tiledata+28,x
|
||||
sta $7003,y
|
||||
sta $7004,y
|
||||
ldal tiledata+30,x
|
||||
sta $7000,y
|
||||
sta $7001,y
|
||||
rts
|
||||
|
||||
|
||||
@ -148,14 +197,6 @@ CopyTileLinear ldal tiledata+0,x ; The low word goes in the *next* instru
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -29,13 +29,18 @@ function pngToIIgsBuff(png) {
|
||||
for (let x = 0; x < png.width; x += 1, i += 4) {
|
||||
const pixel = png.data.slice(i, i + 4);
|
||||
const index = findColorIndex(png, pixel);
|
||||
const j = i / 8;
|
||||
const j = y * (png.width / 2) + Math.floor(x / 2);
|
||||
|
||||
if (index > 15) {
|
||||
console.warn('Pixel index greater than 15. Skipping...');
|
||||
continue;
|
||||
}
|
||||
|
||||
if (x % 2 === 0) {
|
||||
buff[j] = buff[j] + (16 * index);
|
||||
buff[j] = 16 * index;
|
||||
}
|
||||
else {
|
||||
buff[j] = buff[j] + index
|
||||
buff[j] = buff[j] | index;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -43,6 +48,16 @@ function pngToIIgsBuff(png) {
|
||||
return buff;
|
||||
}
|
||||
|
||||
function shiftImage(src) {
|
||||
const { width, height, colorType, bitDepth } = src;
|
||||
const dst = new PNG({ width, height, colorType, bitDepth });
|
||||
|
||||
PNG.bitblt(src, dst, 1, 0, width - 1, height, 0, 0);
|
||||
PNG.bitblt(src, dst, 0, 0, 1, height, width - 1, 0);
|
||||
|
||||
return dst;
|
||||
}
|
||||
|
||||
function pngToIIgsBuffRepeat(png) {
|
||||
let i = 0;
|
||||
const buff = Buffer.alloc(png.height * png.width, 0);
|
||||
|
Loading…
Reference in New Issue
Block a user