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Update GTESetBG0Origin, GTERender, GTELoadTileSet, GTECreateSpriteStamp, GTEAddSprite, GTEMoveSprite, GTEUpdateSprite, and GTERemoveSprite docs
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@ -1014,8 +1014,8 @@ style: toolref
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTESetTile(x, y, tileID)</tt></p>
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<p><tt>Word width;</tt></p>
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<p><tt>Word height;</tt></p>
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<p><tt>Word x;</tt></p>
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<p><tt>Word y;</tt></p>
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<p><tt>Word tileID;</tt></p>
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</div>
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<div class="example">
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@ -1051,7 +1051,10 @@ style: toolref
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<div class="api">
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<h4 class="tn">$0CXX</h4>
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<h4>GTESetBG0Origin</h4>
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<p></p>
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<p>
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Sets the coordinate of the upper-left corner of the playfield within the primary background buffer. The coordiate values
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are <em>unsigned</em>, so transitioning from 0 to -1 will result in a discontinuous jump in the background position.
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</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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@ -1067,6 +1070,18 @@ style: toolref
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot"></td>
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xpos
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<td></td>
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<td><em>Word</em>—Unsigned horizontal position</td>
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</tr>
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<tr>
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<td class="bot"></td>
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ypos
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<td></td>
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<td><em>Word</em>—Unsigned vertical position</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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@ -1101,69 +1116,43 @@ style: toolref
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTESetBG0Origin(x, y)</tt></p>
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<p><tt>Word x;</tt></p>
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<p><tt>Word y;</tt></p>
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$0DXX</h4>
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<h4>GTERender</h4>
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<p></p>
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<p>Renders the current playfield to the graphics screen.</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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<colgroup>
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<col class="col-1">
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<col class="col-2">
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<col class="col-3">
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</colgroup>
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<tbody>
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<tr>
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<th>Stack before call</th>
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</tr>
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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<td><em>SP</em></td>
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</tr>
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</tbody>
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</table>
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<table class="stack">
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<colgroup>
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<col class="col-1">
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<col class="col-2">
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<col class="col-3">
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</colgroup>
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<tbody>
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<tr>
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<th>Stack after call</th>
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</tr>
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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<td><em>SP</em></td>
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</tr>
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</tbody>
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</table>
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<p>
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The stack is not affected by this call. There are no input or output parameters.
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</p>
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</div>
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<div class="section">
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<h5>Errors</h5>
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTERender()</tt></p>
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$0EXX</h4>
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<h4>GTELoadTileSet</h4>
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<p></p>
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<p>
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Loads a tileset into the internal GTE memory buffer. The <span class="sc">pointer</span> must point to
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tiles that are already in GTE tile format.
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</p>
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<p>
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A tile set is an array of (up to) 512 tile definitions and each tile definition is 128 bytes. The tile definition
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is comprised of four, 32-byte tiles; a normal tile, its mask, a horizontally flipped versio of the tile and its mask.
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The first 128 bytes of a tileset must be set to zero.
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</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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@ -1179,6 +1168,11 @@ style: toolref
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">tileSetPtr</td>
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<td></td>
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<td><em>Long</em>—<span class="sc">pointer</span> to the tile set data.</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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@ -1213,13 +1207,20 @@ style: toolref
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTELoadTileSet(tileSetPtr)</tt></p>
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<p><tt>Pointer tileSetPtr;</tt></p>
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$0FXX</h4>
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<h4>GTECreateSpriteStamp</h4>
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<p></p>
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<p>
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Creates a sprite stamp (cache sprite pixel data copy) from a sprite identifier and the current
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tile set. The <em>vBuffAddr</em> points to a location in the internal virtual buffer area. In
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most cases, an address for a sprite can be calculated from the <tt>VBUFF_SPRITE_START</tt> and
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<tt>VBUFF_SPRITE_STEP</tt> constants as <tt>ADDR(n) = VBUFF_SPRITE_START + n*VBUFF_SPRITE_STEP</tt>.
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</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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@ -1235,6 +1236,16 @@ style: toolref
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">spriteID</td>
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<td></td>
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<td><em>Word</em>—sprite descriptor word</td>
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</tr>
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<tr>
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<td class="bot">vBuffAddr</td>
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<td></td>
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<td><em>Word</em>—Location in the sprite vitual buffer to allocate the stamp.</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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@ -1269,13 +1280,23 @@ style: toolref
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTECreateSpriteStamp(spriteID, vBuffAddr)</tt></p>
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<p><tt>Word spriteID;</tt></p>
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<p><tt>Word vBuffAddr;</tt></p>
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$10XX</h4>
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<h4>GTEAddSprite</h4>
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<p></p>
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<p>
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Adds a new sprite to the current scene. If a sprite is already assigned to the sprite slot, then
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that sprite is removed and replaced with the new sprite.
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</p>
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<p>
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A sprite can have negative coordinates and be placed off-screen. A sprite's coordinates are local
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coordinates on the playfield; a sprite will not move automatically when <tt>GTESetBG0Origin</tt> is changed.
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</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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@ -1291,6 +1312,26 @@ style: toolref
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">spriteSlot</td>
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<td></td>
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<td><em>Word</em>—Sprite slot assigned to this new sprite.</td>
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</tr>
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<tr>
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<td class="bot">x</td>
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<td></td>
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<td><em>Word</em>—Signed horizontal sprite position on the playfield.</td>
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</tr>
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<tr>
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<td class="bot">y</td>
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<td></td>
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<td><em>Word</em>—Signed vertical sprite position on the playfield.</td>
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</tr>
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<tr>
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<td class="bot">vBuffAddr</td>
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<td></td>
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<td><em>Word</em>—Address of the stamp to use for this sprite. A stamp can be shared by multiple sprites.</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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@ -1325,13 +1366,18 @@ style: toolref
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTEAddSprite(spriteSlot, x, y, vBuffAddr)</tt></p>
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<p><tt>Word spriteSlot;</tt></p>
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<p><tt>Word x;</tt></p>
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<p><tt>Word y;</tt></p>
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<p><tt>Word vBuffAddr;</tt></p>
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$11XX</h4>
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<h4>GTEMoveSprite</h4>
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<p></p>
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<p>Repositions a sprite on the play field.</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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@ -1347,6 +1393,21 @@ style: toolref
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">spriteSlot</td>
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<td></td>
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<td><em>Word</em>—Slot where the target sprite is located.</td>
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</tr>
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<tr>
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<td class="bot">x</td>
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<td></td>
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<td><em>Word</em>—New horizontal position.</td>
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</tr>
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<tr>
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<td class="bot">y</td>
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<td></td>
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<td><em>Word</em>—New vertical position</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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@ -1381,13 +1442,21 @@ style: toolref
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTEMoveSprite(spriteSlot, x, y)</tt></p>
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<p><tt>Word spriteSlot;</tt></p>
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<p><tt>Word x;</tt></p>
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<p><tt>Word y;</tt></p>
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$12XX</h4>
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<h4>GTEUpdateSprite</h4>
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<p></p>
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<p>
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Changes the stamp or the status flags of a sprite. The size of the sprite cannot be changed.
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Typically, an application will call <tt>GTEUpdateSprite</tt> immediately after <tt>GTEAddSprite</tt> to
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set all of th desired sprite properties.
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</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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@ -1403,6 +1472,21 @@ style: toolref
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">spriteSlot</td>
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<td></td>
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<td><em>Word</em>—Sprite slot of the target sprite to update.</td>
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</tr>
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<tr>
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<td class="bot">spriteFlags</td>
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<td></td>
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<td><em>Word</em>—A new set of sprite flags.</td>
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</tr>
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<tr>
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<td class="bot">vBuffAddr</td>
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<td></td>
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<td><em>Word</em>—Sprite stamp virtual buffer address.</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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@ -1437,13 +1521,17 @@ style: toolref
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTEUpdateSprite(spriteSlot, spriteFlags, vBuffAddr)</tt></p>
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<p><tt>Word spriteSlot;</tt></p>
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<p><tt>Word spriteFlags;</tt></p>
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<p><tt>Word vBuffAddr;</tt></p>
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$13XX</h4>
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<h4>GTERemoveSprite</h4>
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<p></p>
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<p>Removes a sprite from the play field.</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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@ -1459,6 +1547,11 @@ style: toolref
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">spriteSlot</td>
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<td></td>
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<td><em>Word</em>—Sprite slot of the target sprite to update.</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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@ -1493,6 +1586,8 @@ style: toolref
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal void GTERemoveSprite(spriteSlot)</tt></p>
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<p><tt>Word spriteSlot;</tt></p>
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</div>
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</div>
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