Remove BG1 code to simplify the test harness

This commit is contained in:
Lucas Scharenbroich 2021-10-13 17:45:25 -05:00
parent 9dbdeb64fe
commit 74f96138d5

View File

@ -30,12 +30,12 @@ DOWN_ARROW equ $0A
jsl EngineStartUp
lda #^MyPalette
lda #^MyPalette ; Fill Palette #0 with our colors
ldx #MyPalette
ldy #0
jsl SetPalette
ldx #0
ldx #0 ; Mode 0 is full-screen
jsl SetScreenMode
; Set up our level data
@ -43,14 +43,9 @@ DOWN_ARROW equ $0A
jsr TileAnimInit
; Allocate room to load data
jsl AllocBank ; Alloc 64KB for Load/Unpack
sta BankLoad ; Store "Bank Pointer"
jsr MovePlayerToOrigin ; Put the player at the beginning of the map
lda #DIRTY_BIT_BG0_REFRESH ; Redraw all of the tiles on the next Render
ora #DIRTY_BIT_BG1_REFRESH
tsb DirtyBits
lda #$FFFF
@ -92,8 +87,6 @@ MyPalette dw $0000,$0777,$0F31,$0E51,$00A0,$02E3,$0BF1,$0FA4,$
MovePlayerToOrigin
lda #0 ; Set the player's position
jsl SetBG0XPos
lda #0
jsl SetBG1XPos
lda TileMapHeight
asl
@ -101,11 +94,11 @@ MovePlayerToOrigin
asl
sec
sbc ScreenHeight
pha
jsl SetBG0YPos
pla
jsl SetBG1YPos
ldx #10
ldy #10
jsl AddSprite
rts
qtRec adrl $0000