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Remove BG1 code to simplify the test harness
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@ -30,12 +30,12 @@ DOWN_ARROW equ $0A
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jsl EngineStartUp
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lda #^MyPalette
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lda #^MyPalette ; Fill Palette #0 with our colors
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ldx #MyPalette
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ldy #0
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jsl SetPalette
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ldx #0
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ldx #0 ; Mode 0 is full-screen
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jsl SetScreenMode
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; Set up our level data
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@ -43,14 +43,9 @@ DOWN_ARROW equ $0A
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jsr TileAnimInit
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; Allocate room to load data
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jsl AllocBank ; Alloc 64KB for Load/Unpack
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sta BankLoad ; Store "Bank Pointer"
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jsr MovePlayerToOrigin ; Put the player at the beginning of the map
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lda #DIRTY_BIT_BG0_REFRESH ; Redraw all of the tiles on the next Render
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ora #DIRTY_BIT_BG1_REFRESH
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tsb DirtyBits
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lda #$FFFF
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@ -92,8 +87,6 @@ MyPalette dw $0000,$0777,$0F31,$0E51,$00A0,$02E3,$0BF1,$0FA4,$
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MovePlayerToOrigin
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lda #0 ; Set the player's position
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jsl SetBG0XPos
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lda #0
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jsl SetBG1XPos
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lda TileMapHeight
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asl
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@ -101,11 +94,11 @@ MovePlayerToOrigin
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asl
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sec
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sbc ScreenHeight
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pha
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jsl SetBG0YPos
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pla
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jsl SetBG1YPos
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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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