mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-25 15:32:59 +00:00
Be more cautious when manipulaitng the sorted list
This commit is contained in:
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6c5e133b17
commit
c533d846d7
@ -24,6 +24,8 @@ Selected equ 10
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Flips equ 12
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DTile equ 14
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Tmp2 equ 16
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ScreenWidth equ 18
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ScreenHeight equ 20
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; Typical init
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phk
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@ -32,32 +34,30 @@ Tmp2 equ 16
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sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program
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_MTStartUp ; GTE requires the miscellaneous toolset to be running
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lda #ENGINE_MODE_USER_TOOL+ENGINE_MODE_TWO_LAYER
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jsr GTEStartUp ; Load and install the GTE User Tool
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; Initialize the graphics screen to a 256x160 playfield
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pea #320
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pea #160
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pea #200
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_GTESetScreenMode
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; Load a tileset
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pea 0
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pea 120
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pea #^TSZelda
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pea #TSZelda
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_GTELoadTileSet
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; Set the palette
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ldx #11*2
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:ploop
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lda palette,x
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stal $E19E00,x
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dex
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dex
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bpl :ploop
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bra sprt
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pea $0000
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pea #^palette
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pea #palette
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_GTESetPalette
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palette dw $0000,$08C1,$0C41,$0F93,$0777,$0FDA,$00A0,$0000,$0D20,$0FFF,$023E
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sprt
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jsr SetLimits
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; Create stamps for the sprites we are going to use
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HERO_SPRITE equ SPRITE_16X16+1
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@ -68,23 +68,19 @@ HERO_SPRITE equ SPRITE_16X16+1
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; Create sprites
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stz Tmp0
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stz Tmp1
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stz Tmp1 ; Slot number
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ldx Tmp0
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:sloop
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pea HERO_SPRITE ; sprite id
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pei Tmp1 ; Put the sprite in this slot
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pea SPRITE_16X16 ; with these flags (h/v flip)
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pea VBUFF_SPRITE_START
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lda PlayerX,x
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pha
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lda PlayerY,x
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pha
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pei Tmp1
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_GTEAddSprite
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pei Tmp1 ; update the sprite in this slot
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pea $0000 ; with these flags (h/v flip)
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pea VBUFF_SPRITE_START ; and use this stamp
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_GTEUpdateSprite
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inc Tmp1
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ldx Tmp0
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inx
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@ -95,70 +91,7 @@ HERO_SPRITE equ SPRITE_16X16+1
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; Manually fill in the 41x26 tiles of the TileStore with a test pattern of trees
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; lda #TILE_DYN_BIT+TILE_PRIORITY_BIT+0 ; fill the screen the the dynamic tile slot 0
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lda #TILE_DYN_BIT+0 ; fill the screen the the dynamic tile slot 0
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jsr _fillTileStore
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; brl :no_trees
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ldx #0
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ldy #0
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jsr _drawTree
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ldx #3
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ldy #0
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jsr _drawTreeH
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ldx #0
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ldy #3
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jsr _drawTreeV
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ldx #3
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ldy #3
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jsr _drawTreeHV
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ldx #9
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ldy #0
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jsr _drawTree
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ldx #9
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ldy #3
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jsr _drawTree
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ldx #12
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ldy #0
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jsr _drawTree
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ldx #12
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ldy #3
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jsr _drawTree
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ldx #6
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ldy #0
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jsr _drawTreeFront
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ldx #6
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ldy #3
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jsr _drawTreeFront
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ldx #6
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ldy #6
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jsr _drawTreeFront
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ldx #3
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ldy #6
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jsr _drawTreeFront
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ldx #0
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ldy #6
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jsr _drawTreeFront
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:no_trees
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; Set up the dynamic tile
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lda #65
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sta DTile
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pei DTile
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pea $0000
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_GTECopyTileToDynamic ; Copy DTile into the first dynamic tile slot
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; Initialize the frame counter
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@ -166,9 +99,9 @@ HERO_SPRITE equ SPRITE_16X16+1
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; Set the screen coordinates
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lda #128
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lda #0
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sta ScreenX
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lda #128
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lda #0
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sta ScreenY
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stz Selected
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@ -179,225 +112,40 @@ HERO_SPRITE equ SPRITE_16X16+1
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pha ; space for result, with pattern
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_GTEReadControl
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pla
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and #$00FF
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cmp #'q'
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bne :2
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brl :exit
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:2
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; cmp KeyState
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; beq :evt_loop
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; sta KeyState
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; cmp #0
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; beq :evt_loop
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; cmp #' '
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; bne :evt_loop ; only advance one frame at a time
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; brl :next
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:3
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cmp #'1'
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bcc :3a
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cmp #'9'
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bcs :3a
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sec
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sbc #'1'
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asl
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sta Selected
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brl :next
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:3a
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cmp #'r'
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bne :3b
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lda Flips
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clc
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adc #SPRITE_HFLIP
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and #SPRITE_VFLIP+SPRITE_HFLIP
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sta Flips
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pei Selected ; update the sprite in this slot
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pei Flips ; with these flags (h/v flip)
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pea VBUFF_SPRITE_START ; and use this stamp
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_GTEUpdateSprite
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:3b
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cmp #'x'
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bne :3d
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ldx Selected
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lda PlayerX,x
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clc
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adc PlayerU,x
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sta PlayerX,x
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lda PlayerY,x
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clc
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adc PlayerV,x
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sta PlayerY,x
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brl :next
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:3d
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cmp #'z'
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bne :3e
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ldx Selected
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lda PlayerX,x
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sec
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sbc PlayerU,x
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sta PlayerX,x
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lda PlayerY,x
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sec
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sbc PlayerV,x
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sta PlayerY,x
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brl :next
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:3e
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cmp #'s'
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bne :4
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ldx Selected
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inc PlayerY,x
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brl :next
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:4
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cmp #'w'
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bne :5
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ldx Selected
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dec PlayerY,x
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brl :next
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:5
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cmp #'d'
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bne :6
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ldx Selected
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inc PlayerX,x
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brl :next
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:6
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cmp #'a'
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bne :7
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ldx Selected
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dec PlayerX,x
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brl :next
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:7
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cmp #$15 ; left = $08, right = $15, up = $0B, down = $0A
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bne :8
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inc ScreenX
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bra :next
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:8 cmp #$08
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bne :9
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dec ScreenX
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brl :next
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:9 cmp #$0B
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bne :10
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inc ScreenY
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brl :next
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:10 cmp #$0A
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bne :11
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dec ScreenY
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brl :next
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:11 cmp #'y'
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bne :12
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lda DTile
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inc
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jsr HandleKeys ; Do the generic key handlers
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bcs :do_more
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brl :do_render
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:do_more
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and #$007F
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sta DTile
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pha
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pea $0000
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_GTECopyTileToDynamic
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brl :next
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:12 cmp #'f'
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bne :13
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pea $0000
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_GTEFillTileStore
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brl :next
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:13 cmp #'m'
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bne :next
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_GTERefresh
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:next
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; inc ScreenX
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cmp #'a'
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bne :skip_a
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inc ScreenX
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pei ScreenX
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pei ScreenY
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_GTESetBG0Origin
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; brl no_animate
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stz Tmp0
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stz Tmp1
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ldx Tmp0
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loopX
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lda PlayerX,x
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clc
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adc PlayerU,x
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sta PlayerX,x
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bpl is_posx
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cmp #-15
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bcs do_y
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lda PlayerU,x
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eor #$FFFF
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inc
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sta PlayerU,x
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bra do_y
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is_posx cmp #128
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bcc do_y
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lda PlayerU,x
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eor #$FFFF
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inc
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sta PlayerU,x
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do_y
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lda PlayerY,x
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clc
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adc PlayerV,x
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sta PlayerY,x
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bpl is_posy
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cmp #-15
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bcs do_z
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lda PlayerV,x
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eor #$FFFF
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inc
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sta PlayerV,x
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bra do_z
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is_posy cmp #160
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bcc do_z
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lda PlayerV,x
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eor #$FFFF
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inc
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sta PlayerV,x
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do_z
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inc Tmp1
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ldx Tmp0
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inx
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inx
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stx Tmp0
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cpx #MAX_SPRITES*2
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bcc loopX
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no_animate
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stz Tmp0
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stz Tmp1
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ldx Tmp0
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loopY
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pei Tmp1
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lda PlayerX,x
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brl :do_render
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:skip_a
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cmp #'z'
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bne :skip_z
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inc PlayerX
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pea 0
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lda PlayerX
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pha
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lda PlayerY,x
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lda PlayerY
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pha
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_GTEMoveSprite
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:skip_z
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inc Tmp1
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ldx Tmp0
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inx
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inx
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stx Tmp0
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cpx #MAX_SPRITES*2
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bcc loopY
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:do_render
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jsr _moveSprites
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pea #RENDER_WITH_SHADOWING
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_GTERender
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inc FrameCount
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; Debug stuff
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; Update the performance counters
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inc FrameCount
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pha
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_GTEGetSeconds
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pla
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@ -405,22 +153,17 @@ loopY
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beq :no_fps
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sta LastSecond
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lda FrameCount
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ldx #0
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ldy #$FFFF
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jsr DrawWord
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; lda FrameCount
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; ldx #0
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; ldy #$FFFF
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; jsr DrawWord
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stz FrameCount
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:no_fps
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; tdc
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; ldx #160*32
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; jsr DrawWord
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brl :evt_loop
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; Shut down everything
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:exit
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Exit
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_GTEShutDown
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_QuitGS qtRec
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qtRec adrl $0000
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@ -432,56 +175,98 @@ PlayerY dw 72,24,13,56,35,72,23,8,93,123,134,87,143,14,46,65
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PlayerU dw 1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4
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PlayerV dw 1,1,1,1,2,2,2,4,3,3,3,3,4,4,4,4
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; Load the GTE User Tool and install it
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GTEStartUp
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pea $0000
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_LoaderStatus
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_moveSprites
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stz Tmp0
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:loop
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ldx Tmp0
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lda PlayerX,x
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clc
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adc PlayerU,x
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sta PlayerX,x
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bpl :chk_xpos
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eor #$FFFF
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inc
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sta PlayerX,x
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bra :rev_x
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:chk_xpos
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cmp ScreenWidth
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bcc :ok_x
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sbc ScreenWidth
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eor #$FFFF
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inc
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clc
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adc ScreenWidth
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sta PlayerX,x
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:rev_x
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lda PlayerU,x ; reverse the velocity
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eor #$FFFF
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inc
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sta PlayerU,x
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:ok_x
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lda PlayerY,x
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clc
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adc PlayerV,x
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sta PlayerY,x
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bpl :chk_ypos
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eor #$FFFF
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inc
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sta PlayerY,x
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bra :rev_y
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:chk_ypos
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cmp ScreenHeight
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bcc :ok_y
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sbc ScreenHeight
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eor #$FFFF
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inc
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clc
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adc ScreenHeight
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sta PlayerY,x
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:rev_y
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lda PlayerV,x ; reverse the velocity
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eor #$FFFF
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inc
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sta PlayerV,x
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:ok_y
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txa
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lsr
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pha
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lda PlayerX,x
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pha
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lda PlayerY,x
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pha
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_GTEMoveSprite
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lda Tmp0
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inc
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inc
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sta Tmp0
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cmp #2*MAX_SPRITES
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bcc :loop
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rts
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; Called by StartUp function callbacks when the screen size changes
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SetLimits
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pha ; Allocate space for x, y, width, height
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pha
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pha
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pha
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_GTEGetScreenInfo
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pla
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pea $0000
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pea $0000
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pea $0000
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pea $0000
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pea $0000 ; result space
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lda MyUserId
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pha
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pea #^ToolPath
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pea #ToolPath
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pea $0001 ; do not load into special memory
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_InitialLoad
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bcc :ok1
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brk $01
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:ok1
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ply
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pla ; Address of the loaded tool
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plx
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ply
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ply
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pea $8000 ; User toolset
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pea $00A0 ; Set the tool set number
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phx
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pha ; Address of function pointer table
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_SetTSPtr
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bcc :ok2
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brk $02
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:ok2
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clc ; Give GTE a page of direct page memory
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tdc
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adc #$0100
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pha
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pea #ENGINE_MODE_DYN_TILES+ENGINE_MODE_TWO_LAYER ; Enable Dynamic Tiles and Two Layer
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lda MyUserId ; Pass the userId for memory allocation
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pha
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_GTEStartUp
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bcc :ok3
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brk $03
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:ok3
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pla ; Discard screen corner
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pla
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sec
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sbc #8
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sta ScreenWidth ; Pre-adjust to keep sprites on the visible playfield (for compiled sprites)
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pla
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sec
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sbc #16
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sta ScreenHeight
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rts
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_fillTileStore
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@ -490,25 +275,22 @@ _fillTileStore
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:oloop
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stz Tmp1
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:iloop
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pei Tmp1
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pei Tmp0
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pei Tmp2
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_GTESetTile
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lda Tmp2
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eor #TILE_PRIORITY_BIT
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sta Tmp2
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ldx Tmp1
|
||||
ldy Tmp0
|
||||
jsr _drawTree
|
||||
|
||||
lda Tmp1
|
||||
inc
|
||||
inc
|
||||
sta Tmp1
|
||||
cmp #41
|
||||
cmp #40
|
||||
bcc :iloop
|
||||
|
||||
lda Tmp0
|
||||
inc
|
||||
inc
|
||||
sta Tmp0
|
||||
cmp #26
|
||||
cmp #25
|
||||
bcc :oloop
|
||||
rts
|
||||
|
||||
@ -646,9 +428,10 @@ _drawTreeHV
|
||||
rts
|
||||
|
||||
MyUserId ds 2
|
||||
ToolPath str '1/Tool160'
|
||||
FrameCount ds 2
|
||||
LastSecond dw 0
|
||||
palette dw $0000,$08C1,$0C41,$0F93,$0777,$0FDA,$00A0,$0000,$0D20,$0FFF,$023E,$0,$0,$0,$0,$0
|
||||
|
||||
PUT ../kfest-2022/StartUp.s
|
||||
PUT App.Msg.s
|
||||
PUT font.s
|
||||
|
61
src/Sprite.s
61
src/Sprite.s
@ -411,7 +411,8 @@ _AddSprite
|
||||
jsr _PrecalcSpriteSize ; Cache sprite property values
|
||||
jsr _PrecalcSpriteBounds
|
||||
|
||||
jmp _InsertSprite ; Insert it into the sorted list
|
||||
jsr _InsertSprite ; Insert it into the sorted list
|
||||
jmp _Validate
|
||||
|
||||
; _SortSprite
|
||||
;
|
||||
@ -468,7 +469,7 @@ _SortSprite
|
||||
; Into
|
||||
; a <=> b and c <=> x <=> y <=> d
|
||||
:insert_before
|
||||
jsr _OrphanNode
|
||||
jsr _ReleaseNode
|
||||
|
||||
tya
|
||||
sta _Sprites+SORTED_NEXT,x ; Link X to Y
|
||||
@ -492,7 +493,7 @@ _SortSprite
|
||||
; Into
|
||||
; a <=> b and y <=> x -> nil
|
||||
:insert_end
|
||||
jsr _OrphanNode
|
||||
jsr _ReleaseNode
|
||||
|
||||
lda #$FFFF
|
||||
sta _Sprites+SORTED_NEXT,x
|
||||
@ -520,7 +521,7 @@ _SortSprite
|
||||
; Into
|
||||
; a <=> b and c <=> y <=> x <=> d
|
||||
:insert_after
|
||||
jsr _OrphanNode
|
||||
jsr _ReleaseNode
|
||||
|
||||
tya
|
||||
sta _Sprites+SORTED_PREV,x ; c <=> y <-- x --- d
|
||||
@ -544,7 +545,7 @@ _SortSprite
|
||||
; Into
|
||||
; a <=> b and head -> x <=> y
|
||||
:insert_front
|
||||
jsr _OrphanNode
|
||||
jsr _ReleaseNode
|
||||
|
||||
stx _SortedHead
|
||||
txa
|
||||
@ -557,16 +558,10 @@ _SortSprite
|
||||
:done
|
||||
rts
|
||||
|
||||
; Take the node pointed at X and remove it from the doubly-linked list. Assumes it is not
|
||||
; at the beginning or end of the list
|
||||
_OrphanNode
|
||||
; Take the node pointed at X and remove it from the doubly-linked list.
|
||||
_ReleaseNode
|
||||
phy
|
||||
ldy _Sprites+SORTED_PREV,x ; Remove X from between A and B
|
||||
lda _Sprites+SORTED_NEXT,x
|
||||
sta _Sprites+SORTED_NEXT,y
|
||||
tay
|
||||
lda _Sprites+SORTED_PREV,x
|
||||
sta _Sprites+SORTED_PREV,y
|
||||
jsr _DeleteSprite
|
||||
ply
|
||||
rts
|
||||
|
||||
@ -663,7 +658,42 @@ _DeleteSprite
|
||||
sta _SortedHead
|
||||
rts
|
||||
|
||||
; Validate the integrity of the linked list
|
||||
_Validate
|
||||
:prev equ tmp0
|
||||
:curr equ tmp1
|
||||
|
||||
ldy #$FFFF
|
||||
ldx _SortedHead
|
||||
bmi :done
|
||||
:loop
|
||||
sty :prev
|
||||
stx :curr
|
||||
|
||||
lda _Sprites+SORTED_PREV,x
|
||||
cmp :prev
|
||||
beq *+4
|
||||
brk $08
|
||||
|
||||
cpy #$FFFF
|
||||
beq :skip
|
||||
lda _Sprites+SORTED_NEXT,y
|
||||
cmp :curr
|
||||
beq *+4
|
||||
brk $06
|
||||
|
||||
lda _Sprites+SPRITE_CLIP_TOP,x
|
||||
cmp _Sprites+SPRITE_CLIP_TOP,y
|
||||
bcs *+4
|
||||
brk $0A
|
||||
:skip
|
||||
txy
|
||||
lda _Sprites+SORTED_NEXT,x
|
||||
tax
|
||||
bpl :loop
|
||||
|
||||
:done
|
||||
rts
|
||||
; Macro to make the unrolled loop more concise
|
||||
;
|
||||
; 1. Load the tile store address from a fixed offset
|
||||
@ -1211,4 +1241,5 @@ _MoveSprite
|
||||
sta _Sprites+SPRITE_STATUS,x
|
||||
|
||||
jsr _PrecalcSpriteBounds ; Can be specialized to only update (x,y) values
|
||||
jmp _SortSprite ; Update the sprite's sorted position
|
||||
jsr _SortSprite ; Update the sprite's sorted position
|
||||
jmp _Validate
|
||||
|
Loading…
Reference in New Issue
Block a user