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Pull the sprite plane banks into the test build
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@ -45,6 +45,12 @@ DOWN_ARROW equ $0A
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; Allocate room to load data
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jsr MovePlayerToOrigin ; Put the player at the beginning of the map
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; Add a player sprite
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lda #0 ; tile id
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ldx #10 ; x-pos relative to playfield upper-left corner
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ldy #10 ; y-pos relative to playfield upper-left corner
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jsl AddSprite
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lda #DIRTY_BIT_BG0_REFRESH ; Redraw all of the tiles on the next Render
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tsb DirtyBits
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@ -95,10 +101,6 @@ MovePlayerToOrigin
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sec
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sbc ScreenHeight
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jsl SetBG0YPos
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ldx #10
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ldy #10
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jsl AddSprite
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rts
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qtRec adrl $0000
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@ -23,3 +23,15 @@
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DS 0
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KND #$1001 ; Type and Attributes ($11=Static+Bank Relative,$01=Data)
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SNA Tiles
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; Segment #4 -- 64KB Sprite Plane Data
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ASM SprData.s
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KND #$1001 ; Type and Attributes ($11=Static+Bank Relative,$01=Data)
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SNA SPRDATA
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; Segment #5 -- 64KB Sprite Mask Data
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ASM SprMask.s
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KND #$1001 ; Type and Attributes ($11=Static+Bank Relative,$01=Data)
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SNA SPRMASK
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