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Test updating tile ID in UpdateSprite for a run sequence.
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@ -411,8 +411,6 @@ UpdatePlayerLocal
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; Simple updates with gravity and collisions. It's important that eveything in this
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; subroutine be done against
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UpdatePlayerPos
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stz tmp0 ; build up some flags
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stz PlayerStanding
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lda PlayerYVel
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bmi :no_ground_check
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@ -490,13 +488,32 @@ UpdatePlayerPos
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txa
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ora LastHFlip
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ora #SPRITE_ID
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tax
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sta SpriteFrame
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; If the player is standing and XVel != 0, pick a frame
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lda PlayerStanding
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beq :frame
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lda PlayerXVel
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beq :frame
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jsl GetVBLTicks
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and #$0003
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inc
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and #$0003
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asl
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adc SpriteFrame
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sta SpriteFrame
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:frame
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ldx SpriteFrame
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lda PlayerID
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jsl UpdateSprite ; Change the tile ID and / or flags
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rts
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LastHFlip dw 0
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SpriteFrame ds 2
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; X = coordinate
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; Y = coordinate
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GetTileAt
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@ -78,9 +78,7 @@ _Render
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jsr _ApplyBG0XPosPre
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jsr _ApplyBG1XPosPre
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nop
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jsr _RenderSprites ; Once the BG0 X and Y positions are committed, update sprite data
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nop
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jsr _UpdateBG0TileMap ; and the tile maps. These subroutines build up a list of tiles
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jsr _UpdateBG1TileMap ; that need to be updated in the code field
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@ -122,9 +120,9 @@ _Render
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ldy ScreenHeight
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jsr _BltRange
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ldx #0
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ldy ScreenHeight
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jsr _BltSCB
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; ldx #0
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; ldy ScreenHeight
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; jsr _BltSCB
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lda StartY ; Restore the fields back to their original state
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ldx ScreenHeight
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