Fix table entries

This commit is contained in:
Lucas Scharenbroich 2021-11-23 00:17:02 -06:00
parent e5aacae8c7
commit af1c728303
1 changed files with 9 additions and 9 deletions

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@ -34,7 +34,7 @@ qtRec adrl $0000
Once the engine is initialized, the play field must be set up. The play field defines a rectangular area of the physical graphics screen that is managed by the Tile Engine.
The size of the play field can be set directly by passing the width and height in the `x` and `y` registers. Also, there are 9 pre-defined[^1] screen sizes that correspond to well-known Apple IIgs software titles and hardware of the era which can be selected by the `x` register argument.
The size of the play field can be set directly by passing the width and height in the `x` and `y` registers. Also, there are 9 predefined[^1] screen sizes that correspond to well-known Apple IIgs software titles and hardware of the era which can be selected by the `x` register argument.
```asm
; Main code here...
@ -43,7 +43,7 @@ The size of the play field can be set directly by passing the width and height i
ldy #HEIGHT
jsl SetScreenMode
; Alternatively pick a pre-defined size
; Alternatively, pick a predefined size
ldx #0 ; 0 = full screen (320x200)
jsl SetScreenMode
@ -55,18 +55,18 @@ The size of the play field can be set directly by passing the width and height i
By default, the play field will be centered on the graphics screen. If a custom placement of the play field is desired, then the `SetScreenRect` subroutine can be used directly to set a specific area of the graphics screen as the managed area.
[^1]:
[^1]: Table of predefined `SetScreenMode` sizes
| Play Field Id | Width | Height | | Size (bytes) | Percent of Full Screen |
|---------------|-------|--------|-------------------|---|----|
| 0 | 320 | 200 | Full Screen | 32,000 | 100% |
| 1 | 272 | 192 | Sword of Sodan | 26,112 | 81.6% |
| 2 | 256 | 200 | NES (approx.) | 25,600 | 80.0% |
| 3 | 256 | 176 | Task Force | 22,528 bytes | 70.4% |
| 4 | 280 | 160 | Defender of the World | 22,400 bytes | 70.0% |
| 5 | 256 | 160 | Rastan | 20,480 | 64.0% |
| 6 | 240 | 160 | Game Boy Advanced | 19,200 bytes | 60.0% |
| 7 | 288 | 128 | Ancient Land of Y's | 18,432 bytes | 57.6% |
| 8 | 160 | 144 | Game Boy Color | 11,520 bytes | 36.0% |
| 3 | 256 | 176 | Task Force | 22,528 | 70.4% |
| 4 | 280 | 160 | Defender of the World | 22,400 | 70.0% |
| 5 | 256 | 160 | Rastan | 20,480 | 64.0% |
| 6 | 240 | 160 | Game Boy Advanced | 19,200 | 60.0% |
| 7 | 288 | 128 | Ancient Land of Y's | 18,432 | 57.6% |
| 8 | 160 | 144 | Game Boy Color | 11,520 | 36.0% |
# API