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PRoperly initialize Lookup tables
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@ -36,10 +36,35 @@ _Sprites ENT
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; can be looked up by adding a constant value.
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ds \,$00 ; pad to the next page boundary
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TileStoreLookupYTable ENT
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ds {TS_LOOKUP_HEIGHT*2}
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TileStoreLookup ENT
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ds {TS_LOOKUP_SPAN*TS_LOOKUP_ROWS*2}
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]line equ 0
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lup TS_LOOKUP_HEIGHT
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dw ]line
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]line equ ]line+{2*TS_LOOKUP_SPAN}
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--^
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; Width of tile store is 41 elements
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TileStoreData mac
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dw ]1+0,]1+2,]1+4,]1+6,]1+8,]1+10,]1+12,]1+14
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dw ]1+16,]1+18,]1+20,]1+22,]1+24,]1+26,]1+28,]1+30
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dw ]1+32,]1+34,]1+36,]1+38,]1+40,]1+42,]1+44,]1+46
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dw ]1+48,]1+50,]1+52,]1+54,]1+56,]1+58,]1+60,]1+62
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dw ]1+64,]1+66,]1+68,]1+70,]1+72,]1+74,]1+76,]1+78
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dw ]1+80
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<<<
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; Create a lookup table with two runs of offsets, plus an overlap area on the end (41+41+1 = 83 = TS_LOOKUP_SPAN)
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TileStoreLookup ENT
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]row equ 0
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lup TILE_STORE_HEIGHT
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TileStoreData ]row*2*TILE_STORE_WIDTH
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TileStoreData ]row*2*TILE_STORE_WIDTH
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dw ]row*2*TILE_STORE_WIDTH
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]row equ ]row+1
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--^
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; ds {TS_LOOKUP_SPAN*TS_LOOKUP_ROWS*2}
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;
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;TILE_STORE_WIDTH equ 41
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;TILE_STORE_HEIGHT equ 26
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;-------------------------------------------------------------------------------------
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;
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; Other data tables
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@ -75,11 +75,12 @@ VBUFF_ARRAY_ADDR equ {MAX_SPRITES*40} ; Fixed address where this spri
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;TILE_STORE_ADDR_9 equ {MAX_SPRITES*28}
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;TILE_STORE_ADDR_10 equ {MAX_SPRITES*30}
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; 50 rows by 80 columns + 2 extra rows and columns
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TS_LOOKUP_WIDTH equ 80
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TS_LOOKUP_HEIGHT equ 50
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TS_LOOKUP_SPAN equ {TS_LOOKUP_WIDTH+2}
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TS_LOOKUP_ROWS equ {TS_LOOKUP_HEIGHT+2}
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; 51 rows by 81 columns + 2 extra rows and columns for sprite sizes
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TS_LOOKUP_WIDTH equ 81
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TS_LOOKUP_HEIGHT equ 51
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TS_LOOKUP_BORDER equ 2
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TS_LOOKUP_SPAN equ {TS_LOOKUP_WIDTH+TS_LOOKUP_BORDER}
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TS_LOOKUP_ROWS equ {TS_LOOKUP_HEIGHT+TS_LOOKUP_BORDER}
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; Blitter template constancts
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PER_TILE_SIZE equ 3
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