Fix table entries
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README.md
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README.md
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@ -34,7 +34,7 @@ qtRec adrl $0000
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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.
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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.
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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.
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```asm
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; Main code here...
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@ -43,7 +43,7 @@ The size of the play field can be set directly by passing the width and height i
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ldy #HEIGHT
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jsl SetScreenMode
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; Alternatively pick a pre-defined size
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; Alternatively, pick a predefined size
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ldx #0 ; 0 = full screen (320x200)
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jsl SetScreenMode
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@ -55,18 +55,18 @@ The size of the play field can be set directly by passing the width and height i
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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.
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[^1]:
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[^1]: Table of predefined `SetScreenMode` sizes
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| Play Field Id | Width | Height | | Size (bytes) | Percent of Full Screen |
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|---------------|-------|--------|-------------------|---|----|
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| 0 | 320 | 200 | Full Screen | 32,000 | 100% |
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| 1 | 272 | 192 | Sword of Sodan | 26,112 | 81.6% |
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| 2 | 256 | 200 | NES (approx.) | 25,600 | 80.0% |
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| 3 | 256 | 176 | Task Force | 22,528 bytes | 70.4% |
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| 4 | 280 | 160 | Defender of the World | 22,400 bytes | 70.0% |
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| 5 | 256 | 160 | Rastan | 20,480 | 64.0% |
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| 6 | 240 | 160 | Game Boy Advanced | 19,200 bytes | 60.0% |
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| 7 | 288 | 128 | Ancient Land of Y's | 18,432 bytes | 57.6% |
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| 8 | 160 | 144 | Game Boy Color | 11,520 bytes | 36.0% |
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| 3 | 256 | 176 | Task Force | 22,528 | 70.4% |
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| 4 | 280 | 160 | Defender of the World | 22,400 | 70.0% |
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| 5 | 256 | 160 | Rastan | 20,480 | 64.0% |
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| 6 | 240 | 160 | Game Boy Advanced | 19,200 | 60.0% |
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| 7 | 288 | 128 | Ancient Land of Y's | 18,432 | 57.6% |
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| 8 | 160 | 144 | Game Boy Color | 11,520 | 36.0% |
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# API
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