diff --git a/src/Render.s b/src/Render.s index 526f975..cd2b052 100644 --- a/src/Render.s +++ b/src/Render.s @@ -468,9 +468,10 @@ _RenderWithShadowing ; At this point, everything in the background has been rendered into the code field. Next, we need ; to create priority lists of scanline ranges. + jsr _FilterObjectList ; Walk the sorted list and create an array of objects that need to be rendered jsr _ShadowOff ; Turn off shadowing and draw all the scanlines with sprites on them - jsr _DrawShadowList + jsr _DrawObjShadow ; Draw the background jsr _DrawDirectSprites ; Draw the sprites directly to the Bank $01 graphics buffer (skipping the render-to-tile step) jsr _ShadowOn ; Turn shadowing back on @@ -500,27 +501,6 @@ _RenderWithShadowing :no_removal rts -; Iterate through the shadow list and call _BltRange on each -_DrawShadowList - ldx #0 - bra :start - -:loop - phx ; Save the index - lda _ShadowListTop,x - ldy _ShadowListBottom,x - tax - jsr _BltRange - - plx - inx - inx -:start - cpx _ShadowListCount - bcc :loop - - rts - ; Run through the list of sprites that are not OFFSCREEN and not OVERLAYS and draw them directly to the graphics screen. We can use ; compiled sprites here, with limitations. _DrawDirectSprites