Rename tile blitters to match internal bit fields and add in the solid prioity blitter

This commit is contained in:
Lucas Scharenbroich 2021-11-12 09:07:51 -06:00
parent 55484fd3e4
commit de5bdc6041
9 changed files with 367 additions and 293 deletions

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@ -8,7 +8,7 @@
use .\Defs.s
; Feature flags
NO_INTERRUPTS equ 1 ; turn off for crossrunner debugging
NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging
NO_MUSIC equ 1 ; turn music + tool loading off
; External data provided by the main program segment
@ -394,7 +394,8 @@ ReadControl ENT
; put blitter/Tiles00001.s
; put blitter/Tiles00010.s
; put blitter/Tiles00011.s
put blitter/Tiles01000.s
put blitter/Tiles10000.s
put blitter/Tiles11000.s
; put blitter/Tiles10001.s
; put blitter/Tiles10010.s
; put blitter/Tiles10011.s

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@ -182,7 +182,7 @@ TileProcs dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 10110 : fringed masked normal tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 10111 : fringed masked dynamic tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 11000 : high-priority normal tiles w/sprite
dw _TBSolidPrioritySpriteTile_00,_TBSolidPrioritySpriteTile_0H,_TBSolidPrioritySpriteTile_V0,_TBSolidPrioritySpriteTile_VH ; 11000 : high-priority normal tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 11001 : high-priority dynamic tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 11010 : high-priority masked normal tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 11011 : high-priority masked dynamic tiles w/sprite

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@ -1,132 +1,6 @@
; _TBSolidSpriteTile
; _TBPriorityTile
;
; Renders solid tiles with sprites layered on top of the tile data. Because we need to combine
; data from the sprite plane, tile data and write to the code field (which are all in different banks),
; there is no way to do everything inline, so a composite tile is created on the fly and written to
; a direct page buffer. This direct page buffer is then used to render the tile.
_TBSolidSpriteTile_00
; ldx #45*128
jsr _TBCopyTileDataToCBuff ; Copy the tile into the compositing buffer (using correct x-register)
jsr _TBApplySpriteData ; Overlay the data form the sprite plane (and copy into the code field)
jmp _TBFillPEAOpcode ; Fill in the code field opcodes
_TBSolidSpriteTile_0H
jsr _TBCopyTileDataToCBuffH
jsr _TBApplySpriteData
jmp _TBFillPEAOpcode
_TBSolidSpriteTile_V0
jsr _TBCopyTileDataToCBuffV
jsr _TBApplySpriteData
jmp _TBFillPEAOpcode
_TBSolidSpriteTile_VH
jsr _TBCopyTileDataToCBuffVH
jsr _TBApplySpriteData
jmp _TBFillPEAOpcode
; Fast variation that does not need to set the opcode
_TBFastSpriteTile_00
jsr _TBCopyTileDataToCBuff ; Copy the tile into the compositing buffer
jmp _TBApplySpriteData ; Overlay the data form the sprite plane (and copy into the code field)
_TBFastSpriteTile_0H
jsr _TBCopyTileDataToCBuffH
jmp _TBApplySpriteData
_TBFastSpriteTile_V0
jsr _TBCopyTileDataToCBuffV
jmp _TBApplySpriteData
_TBFastSpriteTile_VH
jsr _TBCopyTileDataToCBuffVH
jmp _TBApplySpriteData
; Need to update the X-register before calling this
_TBApplySpriteData
ldx _SPR_X_REG ; set to the unaligned tile block address in the sprite plane
]line equ 0
lup 8
lda blttmp+{]line*4}
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
oral spritedata+{]line*SPRITE_PLANE_SPAN},x
sta: $0004+{]line*$1000},y
lda blttmp+{]line*4}+2
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
sta: $0001+{]line*$1000},y
]line equ ]line+1
--^
rts
; Copy tile data into the direct page compositing buffer. The main reason to do this in full passes is
; because we can avoid needing to use both the X and Y registers during the compositing process and
; reserve Y to hold the code field address.
;
; Also, we can get away with not setting the bank register, this is a wash in terms of speed, but results
; in simpler, more composable subroutines
_TBCopyTileDataToCBuff
]line equ 0
lup 8
ldal tiledata+{]line*4},x
sta blttmp+{]line*4}
ldal tiledata+{]line*4}+2,x
sta blttmp+{]line*4}+2
]line equ ]line+1
--^
rts
_TBCopyTileDataToCBuffH
]line equ 0
lup 8
ldal tiledata+{]line*4}+64,x
sta blttmp+{]line*4}
ldal tiledata+{]line*4}+64+2,x
sta blttmp+{]line*4}+2
]line equ ]line+1
--^
rts
_TBCopyTileDataToCBuffV
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4},x
sta blttmp+{]dest*4}
ldal tiledata+{]src*4}+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
_TBCopyTileDataToCBuffVH
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4}+64,x
sta blttmp+{]dest*4}
ldal tiledata+{]src*4}+64+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
; Copy just the data into the code field from the composite buffer
_TBSolidComposite
]line equ 0
lup 8
lda blttmp+{]line*4}
sta: $0004+{]line*$1000},y
lda blttmp+{]line*4}+2
sta: $0001+{]line*$1000},y
]line equ ]line+1
--^
rts
; The priority bit allows the tile to be rendered in front of sprites. If there's no sprite
; in this tile area, then just fallback to the Tile00000.s implementation
_TBPriorityTile dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH
dw _TBCopyData,_TBCopyDataH,_TBCopyDataV,_TBCopyDataVH

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@ -1,132 +1,19 @@
; _TBMaskedSpriteTile
; _TBMaskedPriorityTile
;
; Renders a composited tile with masking to the code field.
_TBMaskedSpriteTile dw _TBMaskedSpriteTile_00
dw _TBMaskedSpriteTile_0H
dw _TBMaskedSpriteTile_V0
dw _TBMaskedSpriteTile_VH
; dw _TBCopyData,_TBCopyDataH,_TBCopyDataV,_TBCopyDataVH
_TBMaskedSpriteTile_00
jsr _TBCreateComposite
jsr _TBSolidComposite
jmp _TBFillPEAOpcode
_TBMaskedSpriteTile_0H
jsr _TBCreateCompositeH
jsr _TBSolidComposite
jmp _TBFillPEAOpcode
_TBMaskedSpriteTile_V0
jsr _TBCreateCompositeV
jsr _TBSolidComposite
jmp _TBFillPEAOpcode
_TBMaskedSpriteTile_VH
jsr _TBCreateCompositeVH
jsr _TBSolidComposite
jmp _TBFillPEAOpcode
_TBCreateCompositeDataAndMask
phb
pea #^tiledata
plb
]line equ 0
lup 8
lda: tiledata+{]line*4},y
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
oral spritedata+{]line*SPRITE_PLANE_SPAN},x
sta blttmp+{]line*4}
lda: tiledata+{]line*4}+32,y
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
sta blttmp+{]line*4}+32
lda: tiledata+{]line*4}+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]line*4}+2
lda: tiledata+{]line*4}+32+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]line*4}+32+2
]line equ ]line+1
--^
plb
plb
rts
_TBCreateCompositeH
phb
pea #^tiledata
plb
]line equ 0
lup 8
lda: tiledata+{]line*4}+64,y
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
oral spritedata+{]line*SPRITE_PLANE_SPAN},x
sta blttmp+{]line*4}
lda: tiledata+{]line*4}+64+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]line*4}+2
]line equ ]line+1
--^
plb
plb
rts
_TBCreateCompositeV
]src equ 7
]dest equ 0
lup 8
lda: tiledata+{]src*4},y
andl spritemask+{]dest*SPRITE_PLANE_SPAN},x
oral spritedata+{]dest*SPRITE_PLANE_SPAN},x
sta blttmp+{]dest*4}
lda: tiledata+{]src*4}+2,y
andl spritemask+{]dest*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]dest*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
_TBCreateCompositeVH
]src equ 7
]dest equ 0
lup 8
lda: tiledata+{]src*4}+64,y
andl spritemask+{]dest*SPRITE_PLANE_SPAN},x
oral spritedata+{]dest*SPRITE_PLANE_SPAN},x
sta blttmp+{]dest*4}
lda: tiledata+{]src*4}+64+2,y
andl spritemask+{]dest*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]dest*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
; Copy just the data into the code field from the composite buffer
_TBSolidComposite
]line equ 0
lup 8
lda blttmp+{]line*4}
sta: $0004+{]line*$1000},y
lda blttmp+{]line*4}+2
sta: $0001+{]line*$1000},y
]line equ ]line+1
--^
rts
; The priority bit allows the tile to be rendered in front of sprites. If there's no sprite
; in this tile area, then just fallback to the Tile00000.s implementation
_TBMaskedPriorityTile dw _TBMaskedTile_00,_TBMaskedTile_0H,_TBMaskedTile_V0,_TBMaskedTile_VH
dw _TBCopyData,_TBCopyDataH,_TBCopyDataV,_TBCopyDataVH
; NOTE: Eventually, we want a way to support this use-case
;
; When the high-priority bit is set for a tile, then the BG0 tile will be rendered behind the BG1 data. In
; order to support this, the optional BG1 mask buffer needs to be enabled and *every* word in the tile
; becomes a JMP handler (similar to masked dynamic tiles)
;
; The 8 bytes of code that is generated in the JMP handler is
;
; lda #tiledata
; and [dp],y
; ora (dp),y
; nop

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@ -1,6 +1,187 @@
; _TBPriorityTile
; _TBSolidSpriteTile
;
; The priority bit allows the tile to be rendered in front of sprites. If there's no sprite
; in this tile area, then just fallback to the Tile00000.s implementation
_TBPriorityTile dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH
dw _TBCopyData,_TBCopyDataH,_TBCopyDataV,_TBCopyDataVH
; Renders solid tiles with sprites layered on top of the tile data. Because we need to combine
; data from the sprite plane, tile data and write to the code field (which are all in different banks),
; there is no way to do everything inline, so a composite tile is created on the fly and written to
; a direct page buffer. This direct page buffer is then used to render the tile.
_TBSolidSpriteTile_00
; ldx #45*128
jsr _TBCopyTileDataToCBuff ; Copy the tile into the compositing buffer (using correct x-register)
jsr _TBApplySpriteData ; Overlay the data form the sprite plane (and copy into the code field)
jmp _TBFillPEAOpcode ; Fill in the code field opcodes
_TBSolidSpriteTile_0H
jsr _TBCopyTileDataToCBuffH
jsr _TBApplySpriteData
jmp _TBFillPEAOpcode
_TBSolidSpriteTile_V0
jsr _TBCopyTileDataToCBuffV
jsr _TBApplySpriteData
jmp _TBFillPEAOpcode
_TBSolidSpriteTile_VH
jsr _TBCopyTileDataToCBuffVH
jsr _TBApplySpriteData
jmp _TBFillPEAOpcode
; Fast variation that does not need to set the opcode
_TBFastSpriteTile_00
jsr _TBCopyTileDataToCBuff ; Copy the tile into the compositing buffer
jmp _TBApplySpriteData ; Overlay the data form the sprite plane (and copy into the code field)
_TBFastSpriteTile_0H
jsr _TBCopyTileDataToCBuffH
jmp _TBApplySpriteData
_TBFastSpriteTile_V0
jsr _TBCopyTileDataToCBuffV
jmp _TBApplySpriteData
_TBFastSpriteTile_VH
jsr _TBCopyTileDataToCBuffVH
jmp _TBApplySpriteData
; Need to update the X-register before calling this
_TBApplySpriteData
ldx _SPR_X_REG ; set to the unaligned tile block address in the sprite plane
]line equ 0
lup 8
lda blttmp+{]line*4}
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
oral spritedata+{]line*SPRITE_PLANE_SPAN},x
sta: $0004+{]line*$1000},y
lda blttmp+{]line*4}+2
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
sta: $0001+{]line*$1000},y
]line equ ]line+1
--^
rts
; Copy tile data into the direct page compositing buffer. The main reason to do this in full passes is
; because we can avoid needing to use both the X and Y registers during the compositing process and
; reserve Y to hold the code field address.
;
; Also, we can get away with not setting the bank register, this is a wash in terms of speed, but results
; in simpler, more composable subroutines
_TBCopyTileDataToCBuff
]line equ 0
lup 8
ldal tiledata+{]line*4},x
sta blttmp+{]line*4}
ldal tiledata+{]line*4}+2,x
sta blttmp+{]line*4}+2
]line equ ]line+1
--^
rts
_TBCopyTileDataToCBuffH
]line equ 0
lup 8
ldal tiledata+{]line*4}+64,x
sta blttmp+{]line*4}
ldal tiledata+{]line*4}+64+2,x
sta blttmp+{]line*4}+2
]line equ ]line+1
--^
rts
_TBCopyTileDataToCBuffV
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4},x
sta blttmp+{]dest*4}
ldal tiledata+{]src*4}+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
_TBCopyTileDataToCBuffVH
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4}+64,x
sta blttmp+{]dest*4}
ldal tiledata+{]src*4}+64+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
; Copy tile mask data into the direct page compositing buffer.
_TBCopyTileMaskToCBuff
]line equ 0
lup 8
ldal tiledata+{]line*4}+32,x
sta blttmp+{]line*4}+32
ldal tiledata+{]line*4}+32+2,x
sta blttmp+{]line*4}+32+2
]line equ ]line+1
--^
rts
_TBCopyTileMaskToCBuffH
]line equ 0
lup 8
ldal tiledata+{]line*4}+32+64,x
sta blttmp+{]line*4}+32
ldal tiledata+{]line*4}+32+64+2,x
sta blttmp+{]line*4}+32+2
]line equ ]line+1
--^
rts
_TBCopyTileMaskToCBuffV
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4}+32,x
sta blttmp+{]dest*4}+32
ldal tiledata+{]src*4}+32+2,x
sta blttmp+{]dest*4}+32+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
_TBCopyTileMaskToCBuffVH
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4}+32+64,x
sta blttmp+{]dest*4}+32
ldal tiledata+{]src*4}+32+64+2,x
sta blttmp+{]dest*4}+32+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
; Copy just the data into the code field from the composite buffer
_TBSolidComposite
]line equ 0
lup 8
lda blttmp+{]line*4}
sta: $0004+{]line*$1000},y
lda blttmp+{]line*4}+2
sta: $0001+{]line*$1000},y
]line equ ]line+1
--^
rts

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@ -1,19 +1,132 @@
; _TBMaskedPriorityTile
; _TBMaskedSpriteTile
;
; The priority bit allows the tile to be rendered in front of sprites. If there's no sprite
; in this tile area, then just fallback to the Tile00000.s implementation
_TBMaskedPriorityTile dw _TBMaskedTile_00,_TBMaskedTile_0H,_TBMaskedTile_V0,_TBMaskedTile_VH
dw _TBCopyData,_TBCopyDataH,_TBCopyDataV,_TBCopyDataVH
; Renders a composited tile with masking to the code field.
_TBMaskedSpriteTile dw _TBMaskedSpriteTile_00
dw _TBMaskedSpriteTile_0H
dw _TBMaskedSpriteTile_V0
dw _TBMaskedSpriteTile_VH
; dw _TBCopyData,_TBCopyDataH,_TBCopyDataV,_TBCopyDataVH
_TBMaskedSpriteTile_00
jsr _TBCreateComposite
jsr _TBSolidComposite
jmp _TBFillPEAOpcode
_TBMaskedSpriteTile_0H
jsr _TBCreateCompositeH
jsr _TBSolidComposite
jmp _TBFillPEAOpcode
_TBMaskedSpriteTile_V0
jsr _TBCreateCompositeV
jsr _TBSolidComposite
jmp _TBFillPEAOpcode
_TBMaskedSpriteTile_VH
jsr _TBCreateCompositeVH
jsr _TBSolidComposite
jmp _TBFillPEAOpcode
_TBCreateCompositeDataAndMask
phb
pea #^tiledata
plb
]line equ 0
lup 8
lda: tiledata+{]line*4},y
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
oral spritedata+{]line*SPRITE_PLANE_SPAN},x
sta blttmp+{]line*4}
lda: tiledata+{]line*4}+32,y
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
sta blttmp+{]line*4}+32
lda: tiledata+{]line*4}+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]line*4}+2
lda: tiledata+{]line*4}+32+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]line*4}+32+2
]line equ ]line+1
--^
plb
plb
rts
_TBCreateCompositeH
phb
pea #^tiledata
plb
]line equ 0
lup 8
lda: tiledata+{]line*4}+64,y
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
oral spritedata+{]line*SPRITE_PLANE_SPAN},x
sta blttmp+{]line*4}
lda: tiledata+{]line*4}+64+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]line*4}+2
]line equ ]line+1
--^
plb
plb
rts
_TBCreateCompositeV
]src equ 7
]dest equ 0
lup 8
lda: tiledata+{]src*4},y
andl spritemask+{]dest*SPRITE_PLANE_SPAN},x
oral spritedata+{]dest*SPRITE_PLANE_SPAN},x
sta blttmp+{]dest*4}
lda: tiledata+{]src*4}+2,y
andl spritemask+{]dest*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]dest*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
_TBCreateCompositeVH
]src equ 7
]dest equ 0
lup 8
lda: tiledata+{]src*4}+64,y
andl spritemask+{]dest*SPRITE_PLANE_SPAN},x
oral spritedata+{]dest*SPRITE_PLANE_SPAN},x
sta blttmp+{]dest*4}
lda: tiledata+{]src*4}+64+2,y
andl spritemask+{]dest*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]dest*SPRITE_PLANE_SPAN}+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
; Copy just the data into the code field from the composite buffer
_TBSolidComposite
]line equ 0
lup 8
lda blttmp+{]line*4}
sta: $0004+{]line*$1000},y
lda blttmp+{]line*4}+2
sta: $0001+{]line*$1000},y
]line equ ]line+1
--^
rts
; NOTE: Eventually, we want a way to support this use-case
;
; When the high-priority bit is set for a tile, then the BG0 tile will be rendered behind the BG1 data. In
; order to support this, the optional BG1 mask buffer needs to be enabled and *every* word in the tile
; becomes a JMP handler (similar to masked dynamic tiles)
;
; The 8 bytes of code that is generated in the JMP handler is
;
; lda #tiledata
; and [dp],y
; ora (dp),y
; nop

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@ -1,6 +0,0 @@
; _TBPriorityDynamicMaskTile
;
; The priority bit allows the tile to be rendered in front of sprites. If there's no sprite
; in this tile area, then just fallback to the Tile00000.s implementation
_TBPriorityDynamicMaskTile dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00,_TBDynamicMaskTile_00,_TBDynamicMaskTile_00
dw _TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00

View File

@ -1,7 +1,31 @@
; _TBPrioritySpriteTile
; _TBSolidPrioritySpriteTile
;
; When the sprite is composited with the tile data, the tile mask is used to place the tile data on top of
; any sprite data
_TBSolidPrioritySpriteTile_00
; ldx #45*128
jsr _TBCopyTileDataToCBuff ; Copy the tile data into the compositing buffer (using correct x-register)
jsr _TBCopyTileMaskToCBuff ; Copy the tile mask into the compositing buffer (using correct x-register)
jsr _TBApplyPrioritySpriteData ; Underlay the data fromthe sprite plane (and copy into the code field)
jmp _TBFillPEAOpcode ; Fill in the code field opcodes
_TBSolidPrioritySpriteTile_0H
jsr _TBCopyTileDataToCBuffH
jsr _TBCopyTileMaskToCBuffH
jsr _TBApplyPrioritySpriteData
jmp _TBFillPEAOpcode
_TBSolidPrioritySpriteTile_V0
jsr _TBCopyTileDataToCBuffV
jsr _TBCopyTileMaskToCBuffV
jsr _TBApplyPrioritySpriteData
jmp _TBFillPEAOpcode
_TBSolidPrioritySpriteTile_VH
jsr _TBCopyTileDataToCBuffVH
jsr _TBCopyTileMaskToCBuffVH
jsr _TBApplyPrioritySpriteData
jmp _TBFillPEAOpcode
; Need to update the X-register before calling this
_TBApplyPrioritySpriteData