diff --git a/demos/tf4/Tiles.s b/demos/tf4/Tiles.s new file mode 100644 index 0000000..6030d7d --- /dev/null +++ b/demos/tf4/Tiles.s @@ -0,0 +1,41 @@ + +TileData +; Reserved space (tile 0 is special... + ds 128 +; Tile ID 1 +; From image coordinates 0, 0 + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 \ No newline at end of file diff --git a/src/Render.s b/src/Render.s index 6b76427..289fd7f 100644 --- a/src/Render.s +++ b/src/Render.s @@ -56,7 +56,7 @@ _Render jsr _RenderSprites ; Once the BG0 X and Y positions are committed, update sprite data jsr _UpdateBG0TileMap ; and the tile maps. These subroutines build up a list of tiles - jsr _UpdateBG1TileMap ; that need to be updated in the code field +; jsr _UpdateBG1TileMap ; that need to be updated in the code field jsr _ApplyTiles ; This function actually draws the new tiles into the code field