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3496 lines
101 KiB
HTML
3496 lines
101 KiB
HTML
---
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layout: page
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title: Toolbox Reference
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style: toolref
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---
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<link rel="stylesheet" href="{{ 'assets/css/toolref.css' | relative_url }}">
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<div id="content">
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<ul>
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<li><a href="#HousekeepingRoutines">Housekeeping Functions</a></li>
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<li><a href="#SpriteRoutines">Sprite Functions</a></li>
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<li><a href="#TileRoutines">Tile Functions</a></li>
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<li><a href="#PrimaryRoutines">Primary Background Functions</a></li>
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<li><a href="#SecondaryRoutines">Secondary Background Functions</a></li>
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<li><a href="#TimerRoutines">Timer Functions</a></li>
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<li><a href="#OverlayRoutines">Overlay Functions</a></li>
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<li><a href="#GlobalRoutines">Global State Functions</a></li>
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<li><a href="#MiscRoutines">Miscellaneous Functions</a></li>
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</ul>
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<div class="api_intro">
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<h1>GTE Tool Set</h1>
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<p>
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The <em>Generic Tile Engine (GTE)</em> Tool Set enables tile-based games to be implemented in an efficient manner.
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The tool set provides support for sprites, animations, large scrolling backgrounds and special effects.
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</p>
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<p>
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To effectively use this tool set, a user should be familiar with the following
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</p>
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<ul>
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<li>The IIgs Hardware Reference</li>
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<li>The QuickDraw II tool set</li>
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<li>IIgs Technical Note #70</li>
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</ul>
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<p></p>
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<h2>A preview of the GTE Tool Set routines</h2>
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<p>
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To introduce you to the capabilities of the GTE Tool Set the routines are grouped by function and briefly
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described in Table 1. These routines are descibed in detail later where they are separated into housekeeping
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routines (discussed in routine number order) and the rest of the GTE Tool Set routines (discussed in alphabetical
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order).
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</p>
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<table class="intro">
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<tbody>
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<tr>
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<th colspan="2">Table 1</th>
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</tr>
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<tr>
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<th colspan="2" style="font-weight: normal;">GTE Tool Set routines and their functions</th>
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</tr>
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<tr class="intro_header">
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<th>Routine</th>
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<th>Description</th>
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</tr>
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<tr>
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<th id="HousekeepingRoutines" colspan="2">Housekeeping Routines</th>
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</tr>
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<tr>
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<td><a href="#GTEBootInit">GTEBootInit</a></td>
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<td>Initializes the GTE Tool Set; called only by the Tool Locator — must not be called by an application</td>
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</tr>
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<tr>
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<td><a href="#GTEStartUp">GTEStartUp</a></td>
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<td>Starts up the GTE Tool Set for use by an application</td>
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</tr>
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<tr>
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<td><a href="#GTEShutDown">GTEShutDown</a></td>
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<td>Shuts down the GTE Tool Set when an application quits</td>
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</tr>
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<tr>
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<td><a href="#GTEVersion">GTEVersion</a></td>
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<td>Returns the version number of the GTE Tool Set</td>
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</tr>
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<tr>
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<td><a href="#GTEReset">GTEReset</a></td>
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<td>Resets the GTE Tool Set; called only when the system is reset — must not be called by an application</td>
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</tr>
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<tr>
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<td><a href="#GTEStatus">GTEStatus</a></td>
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<td>Indicates whether the GTE Tool Set is active</td>
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</tr>
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<tr>
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<th id="SpriteRoutines" colspan="2">Sprite Routines</th>
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<th></th>
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</tr>
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<tr>
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<td><a href="#GTECreateSpriteStamp">GTECreateSpriteStamp</a></td>
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<td>Creates a sprite stamp from the tile set</td>
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</tr>
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<tr>
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<td><a href="#GTECompileSpriteStamp">GTECompilepriteStamp</a></td>
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<td>Created a compiled sprite from a sprite stamp</td>
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</tr>
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<tr>
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<td><a href="#GTEAddSprite">GTEAddSprite</a></td>
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<td>Add a active sprite to the scene</td>
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</tr>
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<tr>
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<td><a href="#GTEMoveSprite">GTEMoveSprite</a></td>
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<td>Changes a sprite's location</td>
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</tr>
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<tr>
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<td><a href="#GTEUpdateSprite">GTEUpdateSprite</a></td>
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<td>Changes a sprite's tile set reference and display flags</td>
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</tr>
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<tr>
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<td><a href="#GTERemoveSprite">GTERemoveSprite</a></td>
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<td> Removes a sprite from the scene</td>
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</tr>
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<tr>
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<th id="TileRoutines" colspan="2">Tile Routines</th>
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</tr>
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<tr>
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<td><a href="#GTELoadTileSet">GTELoadTileSet</a></td>
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<td>Copies a tileset into the GTE tileset memory</td>
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</tr>
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<tr>
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<td><a href="#GTESetTile">GTESetTile</a></td>
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<td>Assigns a tile to a tile store</td>
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</tr>
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<tr>
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<td><a href="#GTEGetTileAt">GTEGetTileAt</a></td>
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<td>Retrieves the tile ID stored in the tile store</td>
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</tr>
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<tr>
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<td><a href="#GTECopyTileToDynamic">GTECopyTileToDynamic</a></td>
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<td>Copies a tile from the tileset memory into the managed dynamic tile memory. Changing the dynamic tile data
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will result in all of the tiles updating
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on the next call the <tt>GTERender()</tt></td>
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</tr>
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<tr>
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<td><a href="#GTEGetTileDataAddr">GTEGetTileDataAddr</a></td>
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<td>Returns the base address of the tiledata memory</td>
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</tr>
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<tr>
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<td><a href="#GTEFillTileStore">GTEFillTileStore</a></td>
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<td>Fills the entire tile store with a tile ID.</td>
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</tr>
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<tr>
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<th id="PrimaryRoutines" colspan="2">Primary Background Routines</th>
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</tr>
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<tr>
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<td><a href="#GTESetBG0Origin">GTESetBG0Origin</a></td>
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<td>Sets the upper-left origin point in the primary background</td>
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</tr>
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<tr>
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<td><a href="#GTERender">GTERender</a></td>
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<td>Draws the current scene to the graphics screen</td>
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</tr>
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<tr>
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<td><a href="#GTEGetBG0TileMapInfo">GTEGetBG0TileMapInfo</a></td>
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<td>Returns a record describing the number of tiles in the primary tilemap and a pointer to the tilemap data.
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</td>
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</tr>
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<tr>
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<td><a href="#GTESetBG0TileMapInfo">GTESetBG0TileMapInfo</a></td>
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<td>Defines a tile map for the primary background</td>
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</tr>
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<tr>
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<td><a href="#GTERefresh">GTERefresh</a></td>
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<td>Forces all of the tiles in the tile store to be refreshed on the next render.</td>
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</tr>
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<tr>
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<th id="SecondaryRoutines" colspan="2">Secondary Background Routines</th>
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</tr>
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<tr>
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<td><a href="#GTESetBG1Origin">GTESetBG1Origin</a></td>
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<td>Sets the upper-left origin point in the secondary background</td>
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</tr>
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<tr>
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<td><a href="#GTECopyPicToBG1">GTECopyPicToBG1</a></td>
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<td>Copies an uncompressed pixel image into the secondard background buffer</td>
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</tr>
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<tr>
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<td><a href="#GTESetBG1TileMapInfo">GTESetBG1TileMapInfo</a></td>
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<td>Defines a tile map for the secondary background</td>
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</tr>
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<tr>
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<td><a href="#GTESetBG1Displacement">GTESetBG1Displacement</a></td>
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<td>Sets a displacement into the BG1 offset table.</td>
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</tr>
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<tr>
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<td><a href="#GTESetBG1Rotation">GTESetBG1Rotation</a></td>
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<td>Sets the rotation angle of the BG1 buffer.</td>
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</tr>
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<tr>
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<td><a href="#GTEClearBG1Buffer">GTEClearBG1Buffer</a></td>
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<td>Clears the BG1 pixel buffer with a 16-bit value.</td>
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</tr>
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<tr>
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<th id="TimerRoutines" colspan="2">Timer Routines</th>
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</tr>
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<tr>
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<td><a href="#GTEAddTimer">GTEAddTimer</a></td>
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<td>Add a timer callback that is fired after a designated number of VBL ticks</td>
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</tr>
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<tr>
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<td><a href="#GTERemoveTimer">GTERemoveTimer</a></td>
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<td>Removes an active timer</td>
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</tr>
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<tr>
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<td><a href="#GTEStartScript">GTEStartScript</a></td>
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<td>Registers a GTE script to be handled in the background</td>
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</tr>
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<tr>
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<th id="OverlayRoutines" colspan="2">Overlay Routines</th>
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</tr>
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<tr>
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<td><a href="#GTESetOverlay">GTESetOverlay</a></td>
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<td>Registers an overlay routine to be integrated into the renderer. Typically used for status bars or
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messages.</td>
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</tr>
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<tr>
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<td><a href="#GTEClearOverlay">GTEClearOverlay</a></td>
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<td>Removes the current overlay from the renderer</td>
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</tr>
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<tr>
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<th id="GlobalRoutines" colspan="2">Functions affecting the global state</th>
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</tr>
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<tr>
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<td><a href="#GTESetScreenMode">GTESetScreenMode</a></td>
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<td>Sets the playing field's port rectangle to a pre-defined size, or a specified width and height</td>
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</tr>
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<tr>
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<td><a href="#GTESetPalette">GTESetPalette</a></td>
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<td>Copies a palette to the Super HiRes palette memory</td>
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</tr>
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<tr>
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<td><a href="#GTEBindSCBArray">GTEBindSCBArray</a></td>
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<td>Takes an array of SCB bytes and binds them to either the Primary or Secondary background's vertical
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position</td>
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</tr>
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<tr>
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<td><a href="#GTEGetScreenInfo">GTEGetScreenInfo</a></td>
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<td>Returns a records describing the origin, width and height of the playfield on the physical graphics
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screen.</td>
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</tr>
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<tr>
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<th id="MiscRoutines" colspan="2">Misc. Functions</th>
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</tr>
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<tr>
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<td><a href="#GTEReadControl">GTEReadControl</a></td>
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<td>Reads the keyboard and returns key events in a gamepad structure</td>
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</tr>
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<tr>
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<td><a href="#GTEGetSeconds">GTEGetSeconds</a></td>
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<td>Returns the number of seconds elapsed since the toolset was started</td>
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</tr>
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</tbody>
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</table>
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<h2>Using the GTE Tool Set</h2>
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<p>
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This section discusses how the GTE Tool Set routines fit into the general flow of an application and gives you an
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idea of which routines you'll need to use under normal circumstances. Each routine is described in detail later in
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this chapter.
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The GTE Tool Set depends on the presence of the tool sets shown in Table 2 and requires at least the indicated
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version of each tool set be present.
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</p>
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<table class="intro">
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<tbody>
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<tr>
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<th colspan="4">Table 2</th>
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</tr>
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<tr>
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<th colspan="4" style="font-weight: normal;">GTE Tool Set — other tool sets required</th>
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</tr>
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<tr class="intro_header">
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<th colspan="2">Tool set number</th>
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<th>Tool set name</th>
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<th>Minimal version needed</th>
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</tr>
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<tr>
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<td>$01</td>
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<td>#01</td>
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<td>Tool Locator</td>
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<td>3.x</td>
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</tr>
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<tr>
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<td>$02</td>
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<td>#02</td>
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<td>Memory Manager</td>
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<td>3.x</td>
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</tr>
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<tr>
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<td>$03</td>
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<td>#03</td>
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<td>Miscellaneous Tool Set</td>
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<td>3.2</td>
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</tr>
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</tbody>
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</table>
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<p>
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To use the GTE Tool Set routines, your application must call the GTEStartUp routine before making any other GTE
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calls. To save memory, the GTE Tool Set may be started up with some features disabled. See the section <a
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href="#GTEStartUp">GTEStartUp</a> in this chapter for further details.
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</p>
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<p>
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Your application should also make the GTEShutDown call when the application quits.
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</p>
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</div>
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<div class="api">
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<h4 class="tn">$01XX</h4>
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<h4 id="GTEBootInit">GTEBootInit</h4>
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<p>
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Initializes the GTE Tool Set; called only by the Tool Locator.
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</p>
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<div class="warning">
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<p>
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An application must never make this call
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</p>
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</div>
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<div class="section">
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<h5>Parameters</h5>
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<p>
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The stack is not affected by this call. There are no input or output parameters.
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</p>
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</div>
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<div class="section">
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<h5>Errors</h5>
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<p>None</p>
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</div>
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<div class="section">
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<h5>C</h5>
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<p>Call must not be made by an application.</p>
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</div>
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</div>
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<div class="api">
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<h4 class="tn">$02XX</h4>
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<h4 id="GTEStartUp">GTEStartUp</h4>
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<p>
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Starts up the GTE Tool Set for use by an application.
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</p>
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<div class="important">
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<p>
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Your application must make this call before it makes any other GTE Tool Set calls.
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</p>
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</div>
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<p>
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The GTE Tool Set uses two consecutive pages of bank zero for its direct page space starting at <it>dPageAddr</it>.
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If the <tt>ENGINE_MODE_DYN_TILES</tt> flag is set in the <it>capFlags</it>, the GTE will attempt to allocate an
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<em>additional</em> eight pages of bank zero space. If the <tt>ENGINE_MODE_BNK0_BUFF</tt> flag is set, then GTE
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will attempt to allocate an ~32KB buffer from $2000 to $9CFF in Bank 0.
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</p>
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<div class="section">
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<h5>Parameters</h5>
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<table class="stack">
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<colgroup>
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<col class="col-1">
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<col class="col-2">
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<col class="col-3">
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</colgroup>
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<tbody>
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<tr>
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<th>Stack before call</th>
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</tr>
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot">dPageAddr</td>
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<td></td>
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<td><em>Word</em> — 16-bit address of two pages of page-aligned Bank 0 memory</td>
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</tr>
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<tr>
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<td class="bot">capFlags</td>
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<td></td>
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<td><em>Word</em> — Capability flags to set the engine mode</td>
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</tr>
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<tr>
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<td class="bot">userID</td>
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<td></td>
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<td><em>Word</em> — User ID to be associated with the block. All memory allocated by GTE will use this
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ID</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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<td><em>SP</em></td>
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</tr>
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</tbody>
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</table>
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<table class="stack">
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<colgroup>
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<col class="col-1">
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<col class="col-2">
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<col class="col-3">
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</colgroup>
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<tbody>
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<tr>
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<th>Stack after call</th>
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</tr>
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<tr>
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<td class="top">previous contents</td>
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</tr>
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<tr>
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<td class="bot"></td>
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<td><em>←</em></td>
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<td><em>SP</em></td>
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</tr>
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</tbody>
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</table>
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<table role="table">
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<thead>
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<tr>
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<th>capFlags</th>
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<th></th>
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<th></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>ENGINE_MODE_TWO_LAYER</td>
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<td>$0001</td>
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<td>Enables the second background layer. This will have a moderate impact on rendering performance.</td>
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</tr>
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<tr>
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<td>ENGINE_MODE_DYN_TILES</td>
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<td>$0002</td>
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<td>Enables the use of dynamic (animated) tiles. This will have a small impact on performance and requires
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allocating 8 pages of Bank 0 memory</td>
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</tr>
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<tr>
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<td>ENGINE_MODE_BNK0_BUFF</td>
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<td>$0004</td>
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<td>Allocates a 32KB buffer in Bank 0 for advanced graphical effects and customizations.</td>
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</tr>
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</tbody>
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</table>
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</div>
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<div class="section">
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<h5>Errors</h5>
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<table>
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<tbody>
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<tr>
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<td colspan="2">Memory Manager Errors</td>
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<td>Returned unchanged</td>
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</tr>
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</tbody>
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</table>
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</div>
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<div class="section">
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<h5>C</h5>
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<p><tt>extern pascal GTEStartUp(dPageAddr, capFlags, userID)</tt></p>
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<p><tt>Word dPageAddr;</tt></p>
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<p><tt>Word capFlags;</tt></p>
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<p><tt>Word userID;</tt></p>
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</div>
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</div>
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<div class="api">
|
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<h4 class="tn">$03XX</h4>
|
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<h4 id="GTEShutDown">GTEShutDown</h4>
|
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<p>
|
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Shuts down the GTE Toolset when an application quits.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<p>
|
|
The stack is not affected by this call. There are no input or output parameters.
|
|
</p>
|
|
</div>
|
|
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTEShutDown()</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$04XX</h4>
|
|
<h4 id="GTEVersion">GTEVersion</h4>
|
|
<p>
|
|
Returns the version number of the GTE Tool Set.
|
|
</p>
|
|
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em> — Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">versionInfo</td>
|
|
<td></td>
|
|
<td><em>Word</em> — Version number of the GTE Tool Set.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTEVersion()</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$05XX</h4>
|
|
<h4 id="GTEReset">GTEReset</h4>
|
|
<p>
|
|
Resets the GTE Tool Set; called only when the system is reset.
|
|
</p>
|
|
|
|
<div class="warning">
|
|
<p>
|
|
An application must never make this call
|
|
</p>
|
|
</div>
|
|
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<p>The stack is not affected by this call. There are no input or output parameters</p>
|
|
</div>
|
|
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p>Call must not be made by an application.</p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$06XX</h4>
|
|
<h4 id="GTEStatus">GTEStatus</h4>
|
|
<p>
|
|
Indicates whether the GTE Tool Set is active.
|
|
</p>
|
|
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em> — Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">activeFlag</td>
|
|
<td></td>
|
|
<td><em>Word</em> — <span class="sc">boolean</span>; TRUE if GTE Tool Set active, FALSE if inactive
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Boolean GTEStatus()</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="transition">
|
|
GTE Tool Set routines
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$09XX</h4>
|
|
<h4 id="GTEReadControl">GTEReadControl</h4>
|
|
<p></p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em> — Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">userInput</td>
|
|
<td></td>
|
|
<td><em>Word</em> — packed representation of user input
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTEReadControl()</tt></p>
|
|
</div>
|
|
<div class="example">
|
|
<h5>Returned value</h5>
|
|
<p>
|
|
The value returned in <em>userInput</em> bitfield are show below.
|
|
</p>
|
|
<table class="bits bitfield">
|
|
<colgroup span="5" style="background-color: #999;"></colgroup>
|
|
<colgroup span="3" style="background-color: #fff;"></colgroup>
|
|
<colgroup span="1" style="background-color: #999;"></colgroup>
|
|
<colgroup span="10" style="background-color: #fff;"></colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<td>15</td><td>14</td><td>13</td><td>12</td><td>11</td><td>10</td><td>9</td><td>8</td><td>7</td><td>6</td><td>5</td><td>4</td><td>3</td><td>2</td><td>1</td><td>0</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
<table class="bitfield-definitions">
|
|
<tbody>
|
|
<tr><td>Bits 0-6</td><td><em>keyCode</em></td><td>Keyboard code read from the Keyboard register. If no key is currently pressed, this value is zero.</td></tr>
|
|
<tr><td>Bit 7</td><td>Reserved</td><td>Always zero.</td></tr>
|
|
<tr><td>Bit 8</td><td>PAD_BUTTON_B</td><td>Set to 1 if the <tt>B</tt> button of the gamepad is pressed. Mapped to the option key by default.</td></tr>
|
|
<tr><td>Bit 9</td><td>PAD_BUTTON_A</td><td>Set to 1 if the <tt>A</tt> button of the gamepad is pressed. Mapped to the command key by default.</td></tr>
|
|
<tr><td>Bit 10</td><td>PAD_KEY_DOWN</td><td>Set to 1 on the initial press of a key. If a key is held down, the <tt>keyCode</tt> will be set and this bit will be zero.</tt></td></tr>
|
|
<tr><td>Bits 11-15</td><td>Reserved</td><td>Always zero.</td></tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$0AXX</h4>
|
|
<h4 id="GTESetScreenMode">GTESetScreenMode</h4>
|
|
<p></p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">width</td>
|
|
<td><em></em></td>
|
|
<td><em>Word</em>—Width of the playfield in bytes. Must be even.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">height</td>
|
|
<td><em></em></td>
|
|
<td><em>Word</em>—Height of the playfield in scanlines.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTESetScreenMode(width, height)</tt></p>
|
|
<p><tt>Word width;</tt></p>
|
|
<p><tt>Word height;</tt></p>
|
|
</div>
|
|
<div class="example">
|
|
<h5>Predefined Screen Sizes</h5>
|
|
<p>
|
|
If the <em>width</em> value is set to a small number, then one of the pre-defined screen sizes will be selected. Set
|
|
the <em>width</em> to the index number of the screen sizes in the table below to set the screen size to
|
|
those dimension. The <em>height</em> value must still be passed, but is ignored.
|
|
</p>
|
|
<table>
|
|
<thead>
|
|
<tr style="white-space: nowrap;">
|
|
<th>Play Field Id</th>
|
|
<th>Width</th>
|
|
<th>Height</th>
|
|
<th></th>
|
|
<th>Size (bytes)</th>
|
|
<th>Percent of Full Screen</th>
|
|
</tr>
|
|
</thead>
|
|
<tbody>
|
|
<tr>
|
|
<td>0</td>
|
|
<td>320</td>
|
|
<td>200</td>
|
|
<td>Full Screen</td>
|
|
<td>32,000</td>
|
|
<td>100%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>1</td>
|
|
<td>272</td>
|
|
<td>192</td>
|
|
<td>Sword of Sodan</td>
|
|
<td>26,112</td>
|
|
<td>81.6%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>2</td>
|
|
<td>256</td>
|
|
<td>200</td>
|
|
<td>NES (approx.)</td>
|
|
<td>25,600</td>
|
|
<td>80.0%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>3</td>
|
|
<td>256</td>
|
|
<td>176</td>
|
|
<td>Task Force</td>
|
|
<td>22,528</td>
|
|
<td>70.4%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>4</td>
|
|
<td>280</td>
|
|
<td>160</td>
|
|
<td>Defender of the World</td>
|
|
<td>22,400</td>
|
|
<td>70.0%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>5</td>
|
|
<td>256</td>
|
|
<td>160</td>
|
|
<td>Rastan</td>
|
|
<td>20,480</td>
|
|
<td>64.0%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>6</td>
|
|
<td>240</td>
|
|
<td>160</td>
|
|
<td>Game Boy Advanced</td>
|
|
<td>19,200</td>
|
|
<td>60.0%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>7</td>
|
|
<td>288</td>
|
|
<td>128</td>
|
|
<td>Ancient Land of Y's</td>
|
|
<td>18,432</td>
|
|
<td>57.6%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>8</td>
|
|
<td>160</td>
|
|
<td>144</td>
|
|
<td>Game Boy Color</td>
|
|
<td>11,520</td>
|
|
<td>36.0%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>9</td>
|
|
<td>288</td>
|
|
<td>192</td>
|
|
<td>Agony (Amiga)</td>
|
|
<td>27,648</td>
|
|
<td>86.4%</td>
|
|
</tr>
|
|
<tr>
|
|
<td>10</td>
|
|
<td>160</td>
|
|
<td>102</td>
|
|
<td>Atari Lynx</td>
|
|
<td>8,160</td>
|
|
<td>25.5%</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$0BXX</h4>
|
|
<h4 id="GTESetTile">GTESetTile</h4>
|
|
<p></p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">x</td>
|
|
<td><em></em></td>
|
|
<td><em>Word</em>—Horizontal index of the TileStore tile to set. Must be in the range of 0 to 40.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">y</td>
|
|
<td><em></em></td>
|
|
<td><em>Word</em>—Vertical index of the TileStore tile to set. Must be in the range of 0 to 25.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">tileID</td>
|
|
<td><em></em></td>
|
|
<td><em>Word</em>—Tile ID to place in the TileStore.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTESetTile(x, y, tileID)</tt></p>
|
|
<p><tt>Word x;</tt></p>
|
|
<p><tt>Word y;</tt></p>
|
|
<p><tt>Word tileID;</tt></p>
|
|
</div>
|
|
<div class="example">
|
|
<h5>Tile Identifiers</h5>
|
|
<p>
|
|
The tile ID word is defined as follows
|
|
</p>
|
|
<table class="bits bitfield">
|
|
<colgroup span="1" style="background-color: #999;"></colgroup>
|
|
<colgroup span="6" style="background-color: lightblue;"></colgroup>
|
|
<colgroup span="9" style="background-color: white;"></colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<td>15</td><td>14</td><td>13</td><td>12</td><td>11</td><td>10</td><td>9</td><td>8</td><td>7</td><td>6</td><td>5</td><td>4</td><td>3</td><td>2</td><td>1</td><td>0</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
<table class="bitfield-definitions">
|
|
<tbody>
|
|
<tr><td>Bits 0-8</td><td>tileIndex</td><td>The index of the tile in the current Tile Set. A Tile Set can be defined by calling the <tt>GTELoadTileSet</tt> function</td></tr>
|
|
<tr><td>Bit 9</td><td>fTileHFlip</td><td>Flips the tile horizontally when set.</td></tr>
|
|
<tr><td>Bit 10</td><td>fTileVFlip</td><td>Flips the tile vertically when set.</td></tr>
|
|
<tr><td>Bit 11</td><td>fTileDynamic</td><td>Identifies this tile as a dynamic tile. The <tt>tileIndex</tt> is used to identify the dynamic tile data slow and must be in the range 0 to 31.</td></tr>
|
|
<tr><td>Bit 12</td><td>fTileSolid</td><td>Hint bit that marks a tile as having no mask. Can improve performance when ENGINE_MODE_TWO_LAYER is set.</td></tr>
|
|
<tr><td>Bit 13</td><td>fTileFringe</td><td>Unused. Must be zero.</td></tr>
|
|
<tr><td>Bit 14</td><td>fTilePriority</td><td>Sets the tile to high priority. Sprites will render under this tile, if supported.</td></tr>
|
|
<tr><td>Bit 15</td><td>Reserved</td><td>Must be zero.</td></tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$0CXX</h4>
|
|
<h4 id="GTESetBG0Origin">GTESetBG0Origin</h4>
|
|
<p>
|
|
Sets the coordinate of the upper-left corner of the playfield within the primary background buffer. The coordiate values
|
|
are <em>unsigned</em>, so transitioning from 0 to -1 will result in a discontinuous jump in the background position.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">xpos</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Unsigned horizontal position</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">ypos</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Unsigned vertical position</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTESetBG0Origin(x, y)</tt></p>
|
|
<p><tt>Word x;</tt></p>
|
|
<p><tt>Word y;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$0DXX</h4>
|
|
<h4 id="GTERender">GTERender</h4>
|
|
<p>Renders the current playfield to the graphics screen.</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">flags</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Render control flags</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<table role="table">
|
|
<thead>
|
|
<tr>
|
|
<th>flags</th>
|
|
<th></th>
|
|
<th></th>
|
|
</tr>
|
|
</thead>
|
|
<tbody>
|
|
<tr>
|
|
<td>RENDER_ALT_BG1</td>
|
|
<td>$0001</td>
|
|
<td>Set the data bank register to the alternate secondary background.</td>
|
|
</tr>
|
|
<tr>
|
|
<td>RENDER_BG1_HORZ_OFFSET</td>
|
|
<td>$0002</td>
|
|
<td>Offsets each scanline of the secondary background's horizontal position.</td>
|
|
</tr>
|
|
<tr>
|
|
<td>RENDER_BG1_VERT_OFFSET</td>
|
|
<td>$0004</td>
|
|
<td>Offsets each column of the secondary background's vertical position. Unimplemented.</td>
|
|
</tr>
|
|
<tr>
|
|
<td>RENDER_BG1_ROTATIONT</td>
|
|
<td>$0004</td>
|
|
<td>Use the internal rotation tables to render the secondary background</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTERender(flags)</tt></p>
|
|
<p><tt>Word flags;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$0EXX</h4>
|
|
<h4 id="GTELoadTileSet">GTELoadTileSet</h4>
|
|
<p>
|
|
Loads a tileset into the internal GTE memory buffer. The <span class="sc">pointer</span> must point to
|
|
tiles that are already in GTE tile format.
|
|
</p>
|
|
<p>
|
|
A tile set is an array of (up to) 512 tile definitions and each tile definition is 128 bytes. The tile definition
|
|
is comprised of four, 32-byte tiles; a normal tile, its mask, a horizontally flipped version of the tile and its mask.
|
|
The first 128 bytes of a tileset must be set to zero.
|
|
</p>
|
|
<p>
|
|
The <em>start</em> and <em>finish</em> parameters define a subset of tiles to be copied into the GTE memory
|
|
buffer. This is most commonly used to load a small number of tiles to avoid needing to store a full set of 512
|
|
tiles that are mostly unushed. For eample, loading in 16 tiles can be performed as <tt>GTELoadTileSet(0, 17, tilePtr)</tt>.
|
|
</p>
|
|
<p>
|
|
This function can also be used to swap out subsets of tiles on the fly. Any tiles that are replaced which may
|
|
be on-screen are not automatically refreshed.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">start</td>
|
|
<td></td>
|
|
<td><em>Word</em>—index of the first tile to copy</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">finish</td>
|
|
<td></td>
|
|
<td><em>Word</em>—terminating index. This tile is not copied.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">tileSetPtr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to the tile set data.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTELoadTileSet(start, finish, tileSetPtr)</tt></p>
|
|
<p><tt>Word start;</tt></p>
|
|
<p><tt>Word finish;</tt></p>
|
|
<p><tt>Pointer tileSetPtr;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$0FXX</h4>
|
|
<h4 id="GTECreateSpriteStamp">GTECreateSpriteStamp</h4>
|
|
<p>
|
|
Creates a sprite stamp (cache sprite pixel data copy) from a sprite identifier and the current
|
|
tile set. The <em>vBuffAddr</em> points to a location in the internal virtual buffer area. In
|
|
most cases, an address for a sprite can be calculated from the <tt>VBUFF_SPRITE_START</tt> and
|
|
<tt>VBUFF_SPRITE_STEP</tt> constants as <tt>ADDR(n) = VBUFF_SPRITE_START + n*VBUFF_SPRITE_STEP</tt>.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">spriteIdent</td>
|
|
<td></td>
|
|
<td><em>Word</em>—sprite identifier word</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">vBuffAddr</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Location in the sprite vitual buffer to allocate the stamp.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTECreateSpriteStamp(spriteIdent, vBuffAddr)</tt></p>
|
|
<p><tt>Word spriteIdent;</tt></p>
|
|
<p><tt>Word vBuffAddr;</tt></p>
|
|
</div>
|
|
<div class="example">
|
|
<h5>Sprite Identifier</h5>
|
|
<p>
|
|
The sprite identifier is a subset of the full sprite descriptor. Only the starting Tile Index and
|
|
the size bits are used.
|
|
</p>
|
|
<p>
|
|
When a sprite has a size greater than 8x8, the horizontal tiles are taken from the next tile index
|
|
and the vertical tiles are taken from <tt>tileID + 32</tt>. This is why tile sheets should be saved
|
|
with a width of 256 pixels.
|
|
</p>
|
|
<table class="bits bitfield">
|
|
<colgroup span="3" style="background-color: #999;"></colgroup>
|
|
<colgroup span="2" style="background-color: lightblue;"></colgroup>
|
|
<colgroup span="2" style="background-color: #999;"></colgroup>
|
|
<colgroup span="9" style="background-color: white;"></colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<td>15</td><td>14</td><td>13</td><td>12</td><td>11</td><td>10</td><td>9</td><td>8</td><td>7</td><td>6</td><td>5</td><td>4</td><td>3</td><td>2</td><td>1</td><td>0</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
<table class="bitfield-definitions">
|
|
<tbody>
|
|
<tr><td>Bits 0-8</td><td>tileIndex</td><td>The index of a tile in the current Tile Set that defines the top-left part of the sprite</td></tr>
|
|
<tr><td>Bit 9-10</td><td>Reserved</td><td>Must be zero.</td></tr>
|
|
<tr><td>Bits 11-12</td><td>fSpriteSize</td><td>Sets the size of the sprite<ul><li>00 - 8x8</li><li>01 - 8x16</li><li>10 - 16x8</li><li>11 - 16x16</li></ul></td></tr>
|
|
<tr><td>Bit 13-15</td><td>Reserved</td><td>Must be zero.</td></tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$2DXX</h4>
|
|
<h4 id="GTECompileSpriteStamp">GTECompileSpriteStamp</h4>
|
|
<p>
|
|
Creates a compiled sprite in a special compilation buffer from an existing sprite stamp. The return value
|
|
is an address token that can be passed into the AddSprite function in place of the vBuffAddr parameter as
|
|
long as the `SPRITE_COMPILED` flag is set.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">spriteIdent</td>
|
|
<td></td>
|
|
<td><em>Word</em>—sprite identifier word</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">vBuffAddr</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Location in the sprite vitual buffer.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">addr</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Location in the sprite compilation buffer.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTECompileSpriteStamp(spriteIdent, vBuffAddr)</tt></p>
|
|
<p><tt>Word spriteIdent;</tt></p>
|
|
<p><tt>Word vBuffAddr;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$10XX</h4>
|
|
<h4 id="GTEAddSprite">GTEAddSprite</h4>
|
|
<p>
|
|
Adds a new sprite to the current scene. If a sprite is already assigned to the sprite slot, then
|
|
that sprite is removed and replaced with the new sprite.
|
|
</p>
|
|
<p>
|
|
A sprite can have negative coordinates and be placed off-screen. A sprite's coordinates are local
|
|
coordinates on the playfield; a sprite will not move automatically when <tt>GTESetBG0Origin</tt> is changed.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">spriteSlot</td>
|
|
<td></td>
|
|
<td><em>Word</em>—The slot to assign the sprite to. There are 16 slots and sprites in lower slots are drawn above the sprites in higher slots.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">spriteFlags</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Sprite flags that define the sprite's properties.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">vBuffAddr</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Sprite address in the VBUFF space, or a compiled sprite address</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">x</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Signed horizontal sprite position on the playfield.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">y</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Signed vertical sprite position on the playfield.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTEAddSprite(spriteSlot, spriteFlags, vBuffAddr, x, y)</tt></p>
|
|
<p><tt>Word spriteSlot;</tt></p>
|
|
<p><tt>Word spriteDescriptor;</tt></p>
|
|
<p><tt>Word vBuffAddr;</tt></p>
|
|
<p><tt>Word x;</tt></p>
|
|
<p><tt>Word y;</tt></p>
|
|
</div>
|
|
<div class="example">
|
|
<h5>Sprite Descriptor</h5>
|
|
<p>
|
|
The sprite descriptor defines the rendering properties of a sprite.
|
|
</p>
|
|
<p>
|
|
When a sprite has a size greater than 8x8, the horizontal tiles are taken from the next tile index
|
|
and the vertical tiles are taken from <tt>tileID + 32</tt>. This is why tile sheets should be saved
|
|
with a width of 256 pixels.
|
|
</p>
|
|
<table class="bits bitfield">
|
|
<colgroup span="2" style="background-color: #999;"></colgroup>
|
|
<colgroup span="4" style="background-color: lightblue;"></colgroup>
|
|
<colgroup span="9" style="background-color: white;"></colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<td>15</td><td>14</td><td>13</td><td>12</td><td>11</td><td>10</td><td>9</td><td>8</td><td>7</td><td>6</td><td>5</td><td>4</td><td>3</td><td>2</td><td>1</td><td>0</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
<table class="bitfield-definitions">
|
|
<tbody>
|
|
<tr><td>Bits 0-8</td><td>tileIndex</td><td>The index of a tile in the current Tile Set that defines the top-left part of the sprite</td></tr>
|
|
<tr><td>Bit 9</td><td>SPRITE_HFLIP</td><td>Flips the sprite horizontally.</td></tr>
|
|
<tr><td>Bit 10</td><td>SPRITE_VFLIP</td><td>Flips the sprite vertically.</td></tr>
|
|
<tr><td>Bits 11-12</td><td>SPRITE_SIZE</td><td>Sets the size of the sprite<ul><li>00 - 8x8</li><li>01 - 8x16</li><li>10 - 16x8</li><li>11 - 16x16</li></ul></td></tr>
|
|
<tr><td>Bit 13</td><td>SPRITE_HIDE</td><td>When set, does not render the sprite.</td></tr>
|
|
<tr><td>Bit 14-15</td><td>Reserved</td><td>Must be zero.</td></tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$11XX</h4>
|
|
<h4 id="GTEMoveSprite">GTEMoveSprite</h4>
|
|
<p>Repositions a sprite on the play field.</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">spriteSlot</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Slot where the target sprite is located.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">x</td>
|
|
<td></td>
|
|
<td><em>Word</em>—New horizontal position.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">y</td>
|
|
<td></td>
|
|
<td><em>Word</em>—New vertical position</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTEMoveSprite(spriteSlot, x, y)</tt></p>
|
|
<p><tt>Word spriteSlot;</tt></p>
|
|
<p><tt>Word x;</tt></p>
|
|
<p><tt>Word y;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$12XX</h4>
|
|
<h4 id="GTEUpdateSprite">GTEUpdateSprite</h4>
|
|
<p>
|
|
Changes the stamp or the status flags of a sprite. The size of the sprite cannot be changed.
|
|
Typically, an application will call <tt>GTEUpdateSprite</tt> immediately after <tt>GTEAddSprite</tt> to
|
|
set all of th desired sprite properties.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">spriteSlot</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Sprite slot of the target sprite to update.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">spriteFlags</td>
|
|
<td></td>
|
|
<td><em>Word</em>—A new set of sprite flags.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">vBuffAddr</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Sprite stamp virtual buffer address.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTEUpdateSprite(spriteSlot, spriteFlags, vBuffAddr)</tt></p>
|
|
<p><tt>Word spriteSlot;</tt></p>
|
|
<p><tt>Word spriteFlags;</tt></p>
|
|
<p><tt>Word vBuffAddr;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$13XX</h4>
|
|
<h4 id="GTERemoveSprite">GTERemoveSprite</h4>
|
|
<p>Removes a sprite from the play field.</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">spriteSlot</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Sprite slot of the target sprite to update.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTERemoveSprite(spriteSlot)</tt></p>
|
|
<p><tt>Word spriteSlot;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$14XX</h4>
|
|
<h4 id="GTEGetSeconds">GTEGetSeconds</h4>
|
|
<p>Returns the number of seconds that have elapsed since the engine was started. This is a 16-bit value and will wrap around after 65536 seconds (~18 hours)</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">numSeconds</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Number of elapsed seconds.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTEGetSeconds()</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$15XX</h4>
|
|
<h4 id="GTECopyTileToDynamic">GTECopyTileToDynamic</h4>
|
|
<p>
|
|
Copies a tile by ID into one of the dynamic tile slots. If a dynamic tile associated with the
|
|
slot is visible, it will show the new data after the next call to <tt>GETRender</tt>.
|
|
</p>
|
|
<p>
|
|
The <tt>ENGINE_MODE_DYN_TILES</tt> flag must be set, otherwise this function does nothing.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">tileID</td>
|
|
<td></td>
|
|
<td><em>Word</em>—ID of the tile (0 to 511)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">dynID</td>
|
|
<td></td>
|
|
<td><em>Word</em>—ID of the dynamic tile slot (0 to 31)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTECopyTileToDynamic(tileID, dynID)</tt></p>
|
|
<p><tt>Word tileID;</tt></p>
|
|
<p><tt>Word dynID;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$16XX</h4>
|
|
<h4 id="GTESetPalette">GTESetPalette</h4>
|
|
<p>
|
|
Sets one of the 16 palettes to the RGB values in the passed array. This is a convenience function that
|
|
immediately updated the visible palette. The palette change is <em>not</em> deferred.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">palNum</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Palette number to changes (0 - 15)</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">palettePtr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to the 32 bytes of RGB values.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTESetPalette(palNum, palettePtr)</tt></p>
|
|
<p><tt>Word palNum;</tt></p>
|
|
<p><tt>Pointer palettePtr;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$17XX</h4>
|
|
<h4 id="GTECopyPicToBG1">GTECopyPicToBG1</h4>
|
|
<p>
|
|
Copies an uncompressed SHR image into the secondard background pixel buffer. This is an easy way to load a
|
|
background image into the secondary layer. SCB values and palettes are <em>not</em> copied.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">width</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Width of the source image data to be copied in bytes. Maximum value of 256.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">height</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Height of the source image data to be copied in rows. Maximum value of 208.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">stride</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Number of bytes in each row</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">picPtr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to the uncompressed SHR data</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTECopyPicToBG1(width, height, stride, picPtr)</tt></p>
|
|
<p><tt>Word width;</tt></p>
|
|
<p><tt>Word height;</tt></p>
|
|
<p><tt>Word stride;</tt></p>
|
|
<p><tt>Pointer picPtr;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$18XX</h4>
|
|
<h4 id="GTEBindSCBArray">GTEBindSCBArray</h4>
|
|
<p>
|
|
Binds an array of SCB values to either the primary or secondard background layer. This will automatically
|
|
update the SHR screen SCB values as the vertical offset of the designated background layer changes.
|
|
</p>
|
|
<p>
|
|
The SCB updates are not synchronized with the VBL, so care should be taken to select palette values that
|
|
minimize flicker when adjacent lines have different palette assignements and the page is scrolling
|
|
quickly.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">scbPtr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to an array of SCB values. The size of the array is defined by the largest verical offset that the application expects to use.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTEBindSCBArray(scbPtr)</tt></p>
|
|
<p><tt>Pointer scbPtr;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$19XX</h4>
|
|
<h4 id="GTEGetBG0TileMapInfo">GTEGetBG0TileMapInfo</h4>
|
|
<p>
|
|
Returns information about the current BG0 tile map.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr rowspan="2">
|
|
<td class="bot">longspace</td>
|
|
<td></td>
|
|
<td><em>Long</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">tileMapPtr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to the tile map.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">height</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Height of the tilemap in tiles.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">width</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Width of the tilemap in tiles.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal struct TileMapInfo GTEGetBG0TileMapInfo()</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$1AXX</h4>
|
|
<h4 id="GTEGetScreenInfo">GTEGetScreenInfo</h4>
|
|
<p>
|
|
Returns information about the current position and size of the play field.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">height</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Height of the playfield in lines.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">width</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Width of the playfield in bytes.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">y</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Vertical coordinate of the upper-left corner.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">x</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Horizontal coordinate of the upper-left corner.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal struct ScreenInfo GTEGetScreenInfo()</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$1BXX</h4>
|
|
<h4 id="GTESetBG1Origin">GTESetBG1Origin</h4>
|
|
<p>
|
|
Sets the coordinate of the upper-left corner of the playfield within the secondary background buffer. The coordiate values
|
|
are <em>unsigned</em>, so transitioning from 0 to -1 will result in a discontinuous jump in the background position.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
xpos
|
|
<td></td>
|
|
<td><em>Word</em>—Unsigned horizontal position</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
ypos
|
|
<td></td>
|
|
<td><em>Word</em>—Unsigned vertical position</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTESetBG1Origin(x, y)</tt></p>
|
|
<p><tt>Word x;</tt></p>
|
|
<p><tt>Word y;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$1CXX</h4>
|
|
<h4 id="GTEGetTileAt">GTEGetTileAt</h4>
|
|
<p>
|
|
Returns the tile at a local coordinate poiint. The primary use of this function is to lookup
|
|
a Tile ID using a sprite's coordinates.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">x</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Local play field horizontal coordinate</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">y</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Local play field vertical coordinate</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">TileID</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Tile ID at the play field coordinates.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTEGetTileAt(x, y)</tt></p>
|
|
<p><tt>Word x;</tt></p>
|
|
<p><tt>Word y;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$1DXX</h4>
|
|
<h4 id="GTESetBG0TileMapInfo">GTESetBG0TileMapInfo</h4>
|
|
<p>
|
|
Sets a tile map that will be used to automatically populate the primary background layer based on the current origin. Behavior is
|
|
undefined if the origin is set to a value that is outside the bounds of the tilemap.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">width</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Width of the tilemap in tiles.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">height</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Height of the tilemap in tiles.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">tileMapPtr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to the tile map</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTESetBG0TileMapInfo(width, height, tileMapPtr)</tt></p>
|
|
<p><tt>Word width;</tt></p>
|
|
<p><tt>Word height;</tt></p>
|
|
<p><tt>Pointer tileMapPtr;</tt></p>
|
|
</div>
|
|
|
|
<div class="example">
|
|
<h5>Tile Map Entries</h5>
|
|
<p>
|
|
The values in a tilemap are an array of 16-bit values.
|
|
</p>
|
|
<table class="bits bitfield">
|
|
<colgroup span="1" style="background-color: #999;"></colgroup>
|
|
<colgroup span="6" style="background-color: lightblue;"></colgroup>
|
|
<colgroup span="9" style="background-color: white;"></colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<td>15</td><td>14</td><td>13</td><td>12</td><td>11</td><td>10</td><td>9</td><td>8</td><td>7</td><td>6</td><td>5</td><td>4</td><td>3</td><td>2</td><td>1</td><td>0</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
<table class="bitfield-definitions">
|
|
<tbody>
|
|
<tr><td>Bits 0-8</td><td>tileIndex</td><td>The index of a tile in the current Tile Set</td></tr>
|
|
<tr><td>Bit 9</td><td>TILE_HFLIP_BIT</td><td>Flip the tile horizontally when rendering.</td></tr>
|
|
<tr><td>Bit 10</td><td>TILE_VFLIP_BIT</td><td>Flip the tile vertically when rendering.</td></tr>
|
|
<tr><td>Bit 11</td><td>TILE_DYN_BIT</td><td>Marks a tile to use the dynamic tile data. The <em>tileIndex</em> must be between 0 and 31 if this bit is set.</em></td></tr>
|
|
<tr><td>Bit 12</td><td>TILE_SOLID_BIT</td><td>A hint bit that is used in ENGINE_MODE_TWO_LAYER to improve performance.</td></tr>
|
|
<tr><td>Bit 13</td><td>TILE_FRINGE_BIT</td><td>Unused. Must be zero.</td></tr>
|
|
<tr><td>Bit 14</td><td>TILE_PRIORITY_BIT</td><td>Sets the tile to be high priority to render on top of sprites.</td></tr>
|
|
<tr><td>Bit 15</td><td>Reserved</td><td>Must be zero.</td></tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$1EXX</h4>
|
|
<h4 id="GTESetBG1TileMapInfo">GTESetBG1TileMapInfo</h4>
|
|
<p>
|
|
Sets a tile map that will be used to automatically populate the secondary background layer based on the current origin. Behavior is
|
|
undefined if the origin is set to a value that is outside the bounds of the tilemap.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">width</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Width of the tilemap in tiles.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">height</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Height of the tilemap in tiles.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">tileMapPtr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to the tile map</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTESetBG1TileMapInfo(width, height, tileMapPtr)</tt></p>
|
|
<p><tt>Word width;</tt></p>
|
|
<p><tt>Word height;</tt></p>
|
|
<p><tt>Pointer tileMapPtr;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$1FXX</h4>
|
|
<h4 id="GTEAddTimer">GTEAddTimer</h4>
|
|
<p>
|
|
Adds a timer with a callback function and a delay in VBL ticks. Timers may be repeated or one-shot timers. A one-shot
|
|
timer will remove itself after firing. Timers are handled on a best-effort basis. It is possible that a timer
|
|
callback could be invoked multiple times in a single frame and the callback functions should account for this possibility.
|
|
</p>
|
|
<p>
|
|
The intended use for timers is to provide a way to perform animations and game physics at a consistent rate,
|
|
regardless of the speed of the machine. If a timer has not been invoked for over one second, then it will
|
|
<em>not</em> fire multiple times, but treat the current timestamp as its starting point. This is to avoid a
|
|
"callback storm" if timers are added then a long period of time elapses. It is recommended that timers be
|
|
removed if they are not expected to be fired on a regular basis.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">wordspace</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Space for result.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">numTicks</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Number of VBL ticks to wait before firing. </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">callback</td>
|
|
<td></td>
|
|
<td><em>Long</em>—A pointer to a user function.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">flags</td>
|
|
<td></td>
|
|
<td><em>Word</em>—The only valid values are <tt>$0001</tt> for a one-shot timer or <tt>$0000</tt> for a timer that resets.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">timerID</td>
|
|
<td></td>
|
|
<td><em>Word</em>—An opaque identifier of the timer. This value must be passed to the <tt>GTERemoveTimer()</tt> function.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTEAddTimer(numTicks, callback, flags)</tt></p>
|
|
<p><tt>Word numticks;</tt></p>
|
|
<p><tt>Pointer callback;</tt></p>
|
|
<p><tt>Word flags;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$20XX</h4>
|
|
<h4 id="GTERemoveTimer">GTERemoveTimer</h4>
|
|
<p>Removed a timer that had been added to the system.</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">timerID</td>
|
|
<td></td>
|
|
<td><em>Word</em>—ID of the timer.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTERemoveTimer(timerID)</tt></p>
|
|
<p><tt>Word timerID;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$21XX</h4>
|
|
<h4 id="GTEStartScript">GTEStartScript</h4>
|
|
<p>This API is under active development at this time.</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">numTicks</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Number of ticks between script invocations.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">scriptAddr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to the script bytecode.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTEStartScript(numTicks, scriptAddr)</tt></p>
|
|
<p><tt>Word numTicks;</tt></p>
|
|
<p><tt>Pointer scriptAddr;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$22XX</h4>
|
|
<h4 id="GTESetOverlay">GTESetOverlay</h4>
|
|
<p>This API is under active development at this time.</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">top</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Top screen line of the overlay</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">bottom</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Bottom screen line of the overlay.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">procPtr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to the callback function.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTESetOverlay(top, bottom, procPtr)</tt></p>
|
|
<p><tt>Word top;</tt></p>
|
|
<p><tt>Word bottom;</tt></p>
|
|
<p><tt>Pointer procPtr;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$23XX</h4>
|
|
<h4 id="GTEClearOverlay">GTEClearOverlay</h4>
|
|
<p>Removes the active overlay. This API is under active development at this time.</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Word GTEClearOverlay()</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$24XX</h4>
|
|
<h4 id="GTEGetTileDataAddr">GTEGetTileDataAddr</h4>
|
|
<p>Returns a pointer to the bottom of the internal tile data memory. The data for each tile can be found at offset <tt>N * 128</tt></p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">longspace</td>
|
|
<td></td>
|
|
<td><em>Long</em>—Space for result</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">tileDataPtr</td>
|
|
<td></td>
|
|
<td><em>Long</em>—<span class="sc">pointer</span> to the tile data</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal Pointer GTEGetTileDataAddr()</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$25XX</h4>
|
|
<h4 id="GTEFillTileStore">GTEFillTileStore</h4>
|
|
<p>
|
|
Fills the entire Tile Store with a specific Tile ID value.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">tileID</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Tile ID to store into the tile store memory.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTEFillTileStore(tileID)</tt></p>
|
|
<p><tt>Word tileID;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$26XX</h4>
|
|
<h4 id="GTERefresh">GTERefresh</h4>
|
|
<p>
|
|
Forces a refresh of the play field. This is implemented by adding all of the visible tiles to the dirty tile
|
|
queue which will force them to be redrawn on the next call to <tt>GTERender()</tt>.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<p>
|
|
The stack is not affected by this call. There are no input or output parameters.
|
|
</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTERefresh()</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$27XX</h4>
|
|
<h4 id="GTESetBG1Displacement">GTESetBG1Displacement</h4>
|
|
<p>
|
|
Sets a displacement into the BG1 offset table. Must be a value between 0 and 31.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">offset</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Offset index.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTESetBG1Displacement(offset)</tt></p>
|
|
<p><tt>Word offset;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$28XX</h4>
|
|
<h4 id="GTESetBG1Rotation">GTESetBG1Rotation</h4>
|
|
<p>
|
|
Sets the rotation angle of the BG1 buffer. There are 64 sets in the angle tables, so
|
|
the value must be between 0 and 63.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">rotIndex</td>
|
|
<td></td>
|
|
<td><em>Word</em>—Rotation index. Must be between 0 and 63.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTESetBG1Rotation(rotIndex)</tt></p>
|
|
<p><tt>Word rotIndex;</tt></p>
|
|
</div>
|
|
</div>
|
|
|
|
|
|
<div class="api">
|
|
<h4 class="tn">$29XX</h4>
|
|
<h4 id="GTEClearBG1Buffer">GTEClearBG1Buffer</h4>
|
|
<p>
|
|
Clears the BG1 pixel buffer with a 16-bit value.
|
|
</p>
|
|
<div class="section">
|
|
<h5>Parameters</h5>
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack before call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot">value</td>
|
|
<td></td>
|
|
<td><em>Word</em>—16-bit value to fill all of BG1 memeory.</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
<table class="stack">
|
|
<colgroup>
|
|
<col class="col-1">
|
|
<col class="col-2">
|
|
<col class="col-3">
|
|
</colgroup>
|
|
<tbody>
|
|
<tr>
|
|
<th>Stack after call</th>
|
|
</tr>
|
|
<tr>
|
|
<td class="top">previous contents</td>
|
|
</tr>
|
|
<tr>
|
|
<td class="bot"></td>
|
|
<td><em>←</em></td>
|
|
<td><em>SP</em></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</div>
|
|
<div class="section">
|
|
<h5>Errors</h5>
|
|
<p>None</p>
|
|
</div>
|
|
<div class="section">
|
|
<h5>C</h5>
|
|
<p><tt>extern pascal void GTEClearBG1Buffer(value)</tt></p>
|
|
<p><tt>Word value;</tt></p>
|
|
</div>
|
|
</div>
|
|
</div>
|