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