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https://github.com/lscharen/iigs-game-engine.git
synced 2025-02-16 10:32:20 +00:00
More banking fixes
This commit is contained in:
parent
e52ef4f7cf
commit
9ac9ea623e
@ -296,9 +296,9 @@ _ReadControl
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ora 1,s
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sta 1,s
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cmpl LastKey
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cmp LastKey
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beq :KbdDown
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stal LastKey
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sta LastKey
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lda #PAD_KEY_DOWN ; set the keydown flag
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ora 2,s
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@ -306,8 +306,7 @@ _ReadControl
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bra :KbdDown
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:KbdNotDwn
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lda #0
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stal LastKey
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stz LastKey
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:KbdDown
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rep #$20
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pla
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@ -167,7 +167,7 @@ AllocOneBank PushLong #0
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plx ; base address of the new handle
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pla ; high address 00XX of the new handle (bank)
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xba ; swap accumulator bytes to XX00
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sta :bank+2 ; store as bank for next op (overwrite $XX00)
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stal :bank+2 ; store as bank for next op (overwrite $XX00)
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:bank ldal $000001,X ; recover the bank address in A=XX/00
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rts
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26
src/Tiles.s
26
src/Tiles.s
@ -109,10 +109,10 @@ InitTiles
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; that are happening
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lda #0
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stal TileStore+TS_TILE_ID,x ; clear the tile store with the special zero tile
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stal TileStore+TS_TILE_ADDR,x
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stal TileStore+TS_SPRITE_FLAG,x ; no sprites are set at the beginning
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stal TileStore+TS_DIRTY,x ; none of the tiles are dirty
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sta TileStore+TS_TILE_ID,x ; clear the tile store with the special zero tile
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sta TileStore+TS_TILE_ADDR,x
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sta TileStore+TS_SPRITE_FLAG,x ; no sprites are set at the beginning
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sta TileStore+TS_DIRTY,x ; none of the tiles are dirty
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; lda DirtyTileProcs ; Fill in with the first dispatch address
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; stal TileStore+TS_DIRTY_TILE_DISP,x
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@ -137,21 +137,21 @@ InitTiles
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lda #>TileStore ; get middle 16 bits: "00 -->BBHH<-- LL"
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and #$FF00 ; merge with code field bank
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ora BRowTableHigh,y
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stal TileStore+TS_CODE_ADDR_HIGH,x ; High word of the tile address (just the bank)
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sta TileStore+TS_CODE_ADDR_HIGH,x ; High word of the tile address (just the bank)
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lda BRowTableLow,y
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stal TileStore+TS_BASE_ADDR,x ; May not be needed later if we can figure out the right constant...
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sta TileStore+TS_BASE_ADDR,x ; May not be needed later if we can figure out the right constant...
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lda :col ; Set the offset values based on the column
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asl ; of this tile
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asl
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stal TileStore+TS_WORD_OFFSET,x ; This is the offset from 0 to 82, used in LDA (dp),y instruction
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sta TileStore+TS_WORD_OFFSET,x ; This is the offset from 0 to 82, used in LDA (dp),y instruction
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tay
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lda Col2CodeOffset+2,y
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clc
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adcl TileStore+TS_BASE_ADDR,x
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stal TileStore+TS_CODE_ADDR_LOW,x ; Low word of the tile address in the code field
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adc TileStore+TS_BASE_ADDR,x
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sta TileStore+TS_CODE_ADDR_LOW,x ; Low word of the tile address in the code field
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dec :col
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bpl :hop
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@ -236,10 +236,6 @@ _SetTile
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; continuously overwrite it.
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;
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; We assume that there is a clean code field in this routine
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SetBG0XPos ENT
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jsr _SetBG0XPos
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rtl
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_SetBG0XPos
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cmp StartX
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beq :out ; Easy, if nothing changed, then nothing changes
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@ -258,10 +254,6 @@ _SetBG0XPos
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; SetBG0YPos
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;
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; Set the virtual position of the primary background layer.
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SetBG0YPos ENT
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jsr _SetBG0YPos
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rtl
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_SetBG0YPos
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cmp StartY
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beq :out ; Easy, if nothing changed, then nothing changes
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@ -32,7 +32,6 @@ _RestoreBG0Opcodes
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lda LastPatchOffset ; If zero, there are no saved opcodes
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sta :exit_offset
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beq :loop
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:loop
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ldx :virt_line_x2
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@ -1,294 +0,0 @@
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; Collection of data tables
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;
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; Col2CodeOffset
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;
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; Takes a column number (0 - 81) and returns the offset into the blitter code
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; template.
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;
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; This is used for rendering tile data into the code field. For example, is we assume that
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; we are filling in the operands for a bunch of PEA values, we could do this
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;
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; ldy tileColumn*2
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; lda #DATA
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; ldx Col2CodeOffset,y
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; sta $0001,x
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;
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; The table values are pre-reversed so that loop can go in logical order 0, 2, 4, ...
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; and the resulting offsets will map to the code instructions in right-to-left order.
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;
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; Remember, because the data is pushed on to the stack, the last instruction, which is
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; in the highest memory location, pushed data that apepars on the left edge of the screen.
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PER_TILE_SIZE equ 3
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]step equ 0
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dw CODE_TOP ; There is a spot where we load Col2CodeOffet-2,x
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Col2CodeOffset lup 82
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dw CODE_TOP+{{81-]step}*PER_TILE_SIZE}
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]step equ ]step+1
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--^
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dw CODE_TOP+{81*PER_TILE_SIZE}
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; A parallel table to Col2CodeOffset that holds the offset to the exception handler address for each column
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SNIPPET_SIZE equ 32
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]step equ 0
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dw SNIPPET_BASE
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JTableOffset lup 82
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dw SNIPPET_BASE+{{81-]step}*SNIPPET_SIZE}
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]step equ ]step+1
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--^
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dw SNIPPET_BASE+{81*SNIPPET_SIZE}
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; Table of BRA instructions that are used to exit the code field. Separate tables for
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; even and odd aligned cases.
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;
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; The even exit point is closest to the code field. The odd exit point is 3 bytes further
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;
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; These tables are reversed to be parallel with the JTableOffset and Col2CodeOffset tables above. The
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; physical word index that each instruction is intended to be placed at is in the comment.
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CodeFieldEvenBRA
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bra *+6 ; 81 -- need to skip over the JMP loop that passed control back
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bra *+9 ; 80
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bra *+12 ; 79
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bra *+15 ; 78
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bra *+18 ; 77
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bra *+21 ; 76
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bra *+24 ; 75
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bra *+27 ; 74
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bra *+30 ; 73
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bra *+33 ; 72
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bra *+36 ; 71
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bra *+39 ; 70
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bra *+42 ; 69
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bra *+45 ; 68
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bra *+48 ; 67
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bra *+51 ; 66
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bra *+54 ; 65
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bra *+57 ; 64
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bra *+60 ; 63
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bra *+63 ; 62
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bra *+66 ; 61
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bra *+69 ; 60
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bra *+72 ; 59
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bra *+75 ; 58
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bra *+78 ; 57
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bra *+81 ; 56
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bra *+84 ; 55
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bra *+87 ; 54
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bra *+90 ; 53
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bra *+93 ; 52
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bra *+96 ; 51
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bra *+99 ; 50
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bra *+102 ; 49
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bra *+105 ; 48
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bra *+108 ; 47
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bra *+111 ; 46
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bra *+114 ; 45
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bra *+117 ; 44
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bra *+120 ; 43
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bra *+123 ; 42
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bra *+126 ; 41
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bra *-123 ; 40
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bra *-120 ; 39
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bra *-117 ; 38
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bra *-114 ; 37
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bra *-111 ; 36
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bra *-108 ; 35
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bra *-105 ; 34
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bra *-102 ; 33
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bra *-99 ; 32
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bra *-96 ; 31
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bra *-93 ; 30
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bra *-90 ; 29
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bra *-87 ; 28
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bra *-84 ; 27
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bra *-81 ; 26
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bra *-78 ; 25
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bra *-75 ; 24
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bra *-72 ; 23
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bra *-69 ; 22
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bra *-66 ; 21
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bra *-63 ; 20
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bra *-60 ; 19
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bra *-57 ; 18
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bra *-54 ; 17
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bra *-51 ; 16
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bra *-48 ; 15
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bra *-45 ; 14
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bra *-42 ; 13
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bra *-39 ; 12
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bra *-36 ; 11
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bra *-33 ; 10
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bra *-30 ; 9
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bra *-27 ; 8
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bra *-24 ; 7
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bra *-21 ; 6
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bra *-18 ; 5
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bra *-15 ; 4
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bra *-12 ; 3
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bra *-9 ; 2
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bra *-6 ; 1
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bra *-3 ; 0
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CodeFieldOddBRA
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bra *+9 ; 81 -- need to skip over two JMP instructions
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bra *+12 ; 80
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bra *+15 ; 79
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bra *+18 ; 78
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bra *+21 ; 77
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bra *+24 ; 76
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bra *+27 ; 75
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bra *+30 ; 74
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bra *+33 ; 73
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bra *+36 ; 72
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bra *+39 ; 71
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bra *+42 ; 70
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bra *+45 ; 69
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bra *+48 ; 68
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bra *+51 ; 67
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bra *+54 ; 66
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bra *+57 ; 65
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bra *+60 ; 64
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bra *+63 ; 64
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bra *+66 ; 62
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bra *+69 ; 61
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bra *+72 ; 60
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bra *+75 ; 59
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bra *+78 ; 58
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bra *+81 ; 57
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bra *+84 ; 56
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bra *+87 ; 55
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bra *+90 ; 54
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bra *+93 ; 53
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bra *+96 ; 52
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bra *+99 ; 51
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bra *+102 ; 50
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bra *+105 ; 49
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bra *+108 ; 48
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bra *+111 ; 47
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bra *+114 ; 46
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bra *+117 ; 45
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bra *+120 ; 44
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bra *+123 ; 43
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bra *+126 ; 42
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bra *+129 ; 41
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bra *-126 ; 40
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bra *-123 ; 39
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bra *-120 ; 38
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bra *-117 ; 37
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bra *-114 ; 36
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bra *-111 ; 35
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bra *-108 ; 34
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bra *-105 ; 33
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bra *-102 ; 32
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bra *-99 ; 31
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bra *-96 ; 30
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bra *-93 ; 29
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bra *-90 ; 28
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bra *-87 ; 27
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bra *-84 ; 26
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bra *-81 ; 25
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bra *-78 ; 24
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bra *-75 ; 23
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bra *-72 ; 22
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bra *-69 ; 21
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bra *-66 ; 20
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bra *-63 ; 19
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bra *-60 ; 18
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bra *-57 ; 17
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bra *-54 ; 16
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bra *-51 ; 15
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bra *-48 ; 14
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bra *-45 ; 13
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bra *-42 ; 12
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bra *-39 ; 11
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bra *-36 ; 10
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bra *-33 ; 9
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bra *-30 ; 8
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bra *-27 ; 7
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bra *-24 ; 6
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bra *-21 ; 5
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bra *-18 ; 4
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bra *-15 ; 3
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bra *-12 ; 2
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bra *-9 ; 1
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bra *-6 ; 0 -- branch back 6 to skip the JMP even path
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]step equ $2000
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ScreenAddr ENT
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lup 200
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dw ]step
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]step = ]step+160
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--^
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; Table of offsets into each row of a Tile Store table. We currently have two tables defined; one
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; that is the backing store for the tiles rendered into the code field, and another that holds
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; backlink information on the sprite entries that overlap various tiles.
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;
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; This table is double-length to support accessing off the end modulo its legth
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TileStoreYTable ENT
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]step equ 0
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lup 26
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dw ]step
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]step = ]step+{41*2}
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--^
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]step equ 0
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lup 26
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dw ]step
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]step = ]step+{41*2}
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--^
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; Create a table to look up the "next" column with modulo wraparound. Basically a[i] = i
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; and the table is double-length. Use constant offsets to pick an amount to advance
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NextCol
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]step equ 0
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lup 41
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dw ]step
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]step = ]step+2
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--^
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]step equ 0
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lup 41
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dw ]step
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]step = ]step+2
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--^
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; This is a double-length table that holds the right-edge adresses of the playfield on the physical
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; screen. At most, it needs to hold 200 addresses for a full height playfield. It is double-length
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; so that code can pick any offset and copy values without needing to check for a wrap-around. If the
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; playfield is less than 200 lines tall, then any values after 2 * PLAYFIELD_HEIGHT are undefined.
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RTable ds 400
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ds 400
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; Array of addresses for the banks that hold the blitter.
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BlitBuff ENT
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dw $5a5a
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ds 4*13
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; The blitter table (BTable) is a double-length table that holds the full 4-byte address of each
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; line of the blit fields. We decompose arrays of pointers into separate high and low words so
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; that everything can use the same indexing offsets
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BTableHigh ds 208*2*2
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BTableLow ds 208*2*2
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; A shorter table that just holds the blitter row addresses
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BRowTableHigh ds 26*2*2
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BRowTableLow ds 26*2*2
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; A double-length table of addresses for the BG1 bank. The BG1 buffer is 208 rows of 256 bytes each and
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; the first row starts $1800 bytes in to center the buffer in the bank
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]step equ $1800
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BG1YTable lup 208
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dw ]step
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]step = ]step+256
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--^
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]step equ 256
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lup 208
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dw ]step
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]step = ]step+256
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--^
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; Repeat
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BG1YOffsetTable lup 26
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dw 1,1,1,2,2,2,2,2,1,1,1,0,0,0,0,0
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--^
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@ -21,11 +21,11 @@ _PushDirtyTile
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; alternate entry point if the x-register is already set
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_PushDirtyTileX
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ldal TileStore+TS_DIRTY,x
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lda TileStore+TS_DIRTY,x
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bne :occupied2
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inc ; any non-zero value will work
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stal TileStore+TS_DIRTY,x ; and is 1 cycle faster than loading a constant value
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sta TileStore+TS_DIRTY,x ; and is 1 cycle faster than loading a constant value
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txa
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ldx DirtyTileCount ; 4
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