Update sample to exercise dynamic tiles

This commit is contained in:
Lucas Scharenbroich 2022-06-22 00:06:25 -05:00
parent 4c1dba0f68
commit 871a0ac8fb
1 changed files with 11 additions and 6 deletions

View File

@ -15,7 +15,7 @@
TSZelda EXT ; tileset buffer
MAX_SPRITES equ 1
MAX_SPRITES equ 16
ScreenX equ 0
ScreenY equ 2
@ -38,8 +38,8 @@ Tmp2 equ 16
; Initialize the graphics screen to a 256x160 playfield
pea #256
pea #160
pea #320
pea #200
_GTESetScreenMode
; Load a tileset
@ -97,9 +97,10 @@ HERO_SPRITE equ SPRITE_16X16+1
; Manually fill in the 41x26 tiles of the TileStore with a test pattern of trees
; lda #TILE_DYN_BIT+TILE_PRIORITY_BIT+0 ; fill the screen the the dynamic tile slot 0
; lda #TILE_DYN_BIT+TILE_PRIORITY_BIT+0 ; fill the screen the the dynamic tile slot 0
lda #TILE_DYN_BIT+0 ; fill the screen the the dynamic tile slot 0
jsr _fillTileStore
; brl :no_trees
ldx #0
ldy #0
@ -136,19 +137,23 @@ HERO_SPRITE equ SPRITE_16X16+1
ldx #6
ldy #0
jsr _drawTreeFront
ldx #6
ldy #3
jsr _drawTreeFront
ldx #6
ldy #6
jsr _drawTreeFront
ldx #3
ldy #6
jsr _drawTreeFront
ldx #0
ldy #6
jsr _drawTreeFront
:no_trees
; Set up the dynamic tile
lda #65
sta DTile
@ -305,7 +310,7 @@ HERO_SPRITE equ SPRITE_16X16+1
pei ScreenY
_GTESetBG0Origin
brl no_animate
; brl no_animate
stz Tmp0
stz Tmp1