mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-12-01 08:49:41 +00:00
675 lines
18 KiB
ArmAsm
675 lines
18 KiB
ArmAsm
; Test driver to exercise graphics routines.
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REL
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DSK MAINSEG
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use Locator.Macs
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use Load.Macs
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use Mem.Macs
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use Misc.Macs
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use Util.Macs
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use EDS.GSOS.Macs
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use GTE.Macs
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mx %00
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tiledata EXT ; tileset buffer
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TileSetPalette EXT
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; Keycodes
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LEFT_ARROW equ $08
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RIGHT_ARROW equ $15
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UP_ARROW equ $0B
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DOWN_ARROW equ $0A
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; Direct page space
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MyUserId equ 0
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BankLoad equ 2
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StartX equ 4
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StartY equ 6
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TileMapWidth equ 8
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TileMapHeight equ 10
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ScreenWidth equ 12
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ScreenHeight equ 14
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MaxGlobalX equ 16
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MaxGlobalY equ 18
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MaxBG0X equ 20
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MaxBG0Y equ 22
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OldOneSecondCounter equ 26
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appTmp0 equ 28
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appTmp1 equ 30
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appTmp2 equ 32
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PlayerX equ 34
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PlayerY equ 36
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PlayerXVel equ 38
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PlayerYVel equ 40
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PlayerStanding equ 42
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PlayerGlobalX equ 44
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PlayerGlobalY equ 46
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LastHFlip equ 48
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SpriteFrame equ 50
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SpriteToggle equ 52
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SpriteCount equ 54
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phk
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plb
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sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program
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tdc
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sta MyDirectPage ; Keep a copy for the overlay callback
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_MTStartUp ; GTE requires the miscellaneous toolset to be running
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lda #ENGINE_MODE_USER_TOOL+ENGINE_MODE_TWO_LAYER ; +ENGINE_MODE_DYN_TILES
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jsr GTEStartUp ; Load and install the GTE User Tool
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; Initialize local variables
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stz StartX
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stz StartY
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stz frameCount
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stz bg1offset
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stz LastHFlip
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stz SpriteCount
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stz SpriteToggle
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; Initialize the graphics screen playfield
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pea #160
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pea #200
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_GTESetScreenMode
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; Load a tileset
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pea #0
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pea #511
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pea #^tiledata
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pea #tiledata
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_GTELoadTileSet
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pea $0000
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pea #^TileSetPalette
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pea #TileSetPalette
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_GTESetPalette
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; Set up our level data
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jsr BG0SetUp
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jsr SetLimits
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jsr AllocBank ; Alloc 64KB for Load/Unpack
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sta BankLoad ; Store "Bank Pointer"
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ldx #BG1DataFile ; Load the background file into the bank
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jsr LoadFile
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pea #164 ; Fill everything
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pea #200
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pea #256
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lda BankLoad
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pha
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pea $0000
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pea $0000 ; default flags
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_GTECopyPicToBG1
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lda #193 ; Tile ID of '0'
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jsr InitOverlay ; Initialize the status bar
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pha
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_GTEGetSeconds
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pla
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sta OldOneSecondCounter
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jsr UdtOverlay
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pha ; space for result
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pea #15
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pea ^UpdateBG1Offset
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pea UpdateBG1Offset
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pea $0000
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_GTEAddTimer
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pla
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; Initialize the sprite's global position (this is tracked outside of the tile engine)
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lda #16
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sta PlayerGlobalX
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sta PlayerX
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lda MaxGlobalY
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sec
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sbc #64 ; 32 for tiles, 16 for sprite
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sta PlayerGlobalY
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sta PlayerY
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stz PlayerXVel
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stz PlayerYVel
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; Create the sprites
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HERO_SIZE equ {SPRITE_16X16}
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HERO_FLAGS equ HERO_SIZE ; no extra H/V bits for now
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HERO_FRAME_1 equ {SPRITE_16X16+1}
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HERO_VBUFF_1 equ VBUFF_SPRITE_START+0*VBUFF_SPRITE_STEP
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HERO_FRAME_2 equ {SPRITE_16X16+7}
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HERO_VBUFF_2 equ VBUFF_SPRITE_START+1*VBUFF_SPRITE_STEP
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HERO_FRAME_3 equ {SPRITE_16X8+65}
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HERO_VBUFF_3 equ VBUFF_SPRITE_START+2*VBUFF_SPRITE_STEP
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HERO_FRAME_4 equ {SPRITE_16X8+71}
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HERO_VBUFF_4 equ VBUFF_SPRITE_START+3*VBUFF_SPRITE_STEP
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HERO_SLOT_1 equ 1
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HERO_SLOT_2 equ 2
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pea HERO_FRAME_1
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pea HERO_VBUFF_1
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_GTECreateSpriteStamp
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pea HERO_FRAME_2
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pea HERO_VBUFF_2
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_GTECreateSpriteStamp
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pea HERO_FRAME_3
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pea HERO_VBUFF_3
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_GTECreateSpriteStamp
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pea HERO_FRAME_4
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pea HERO_VBUFF_4
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_GTECreateSpriteStamp
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DO 0
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lda #SPRITE_16X16
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sta SpriteFlags1
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lda #SPRITE_16X8
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sta SpriteFlags2
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ELSE
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lda #SPRITE_16X16+SPRITE_COMPILED
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sta SpriteFlags1
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lda #SPRITE_16X8+SPRITE_COMPILED
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sta SpriteFlags2
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pha ; Space for result
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pea HERO_SIZE
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pea HERO_VBUFF_1
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_GTECompileSpriteStamp
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pla
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sta HeroFrames1+2
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sta HeroFrames1+6
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pha ; Space for result
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pea HERO_SIZE
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pea HERO_VBUFF_2
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_GTECompileSpriteStamp
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pla
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sta HeroFrames1+0
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sta HeroFrames1+4
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pha ; Space for result
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pea HERO_SIZE
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pea HERO_VBUFF_3
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_GTECompileSpriteStamp
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pla
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sta HeroFrames2+2
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sta HeroFrames2+6
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pha ; Space for result
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pea HERO_SIZE
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pea HERO_VBUFF_4
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_GTECompileSpriteStamp
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pla
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sta HeroFrames2+0
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sta HeroFrames2+4
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FIN
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pea HERO_SLOT_1 ; Put the player in slot 1
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lda SpriteFlags1
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pha
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lda HeroFrames1
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pha
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pei PlayerX
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pei PlayerY
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_GTEAddSprite
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pea HERO_SLOT_2
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lda SpriteFlags2
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pha
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lda HeroFrames2
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pha
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pei PlayerX
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lda PlayerY
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clc
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adc #16
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pha
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_GTEAddSprite
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EvtLoop
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pha
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_GTEReadControl
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pla
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jsr HandleKeys ; Do the generic key handlers
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bcs :do_more
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brl do_render
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:do_more
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bit #PAD_BUTTON_A
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beq :no_a
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pha
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jsr handle_a
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pla
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:no_a
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and #$007F
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cmp #LEFT_ARROW
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bne *+5
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jmp handle_left
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cmp #RIGHT_ARROW
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bne *+5
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jmp handle_right
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cmp #' '
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bne :not_stop
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stz PlayerXVel
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bra do_render
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:not_stop
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cmp #'d'
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bne :not_d
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lda StartX
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cmp MaxBG0X
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bcc *+5
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brl do_render
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inc StartX
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pei StartX
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pei StartY
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_GTESetBG0Origin
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brl do_render
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:not_d
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cmp #'a'
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bne :not_a
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lda StartX
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bne *+5
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brl do_render
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dec StartX
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pei StartX
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pei StartY
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_GTESetBG0Origin
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brl do_render
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:not_a
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cmp #'s'
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bne :not_s
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lda StartY
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cmp MaxBG0Y
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bcs do_render
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inc StartY
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pei StartX
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pei StartY
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_GTESetBG0Origin
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bra do_render
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:not_s
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cmp #'w'
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bne :not_w
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lda StartY
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beq do_render
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dec StartY
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pei StartX
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pei StartY
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_GTESetBG0Origin
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bra do_render
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:not_w
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do_render
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jsr UpdatePlayerPos ; Apply forces
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jsr ApplyCollisions ; Check if we run into things
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jsr UpdateCameraPos ; Moves the screen
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pea HERO_SLOT_1
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pei PlayerX
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pei PlayerY
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_GTEMoveSprite ; Move the sprite to this local position
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pea HERO_SLOT_2
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pei PlayerX
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lda PlayerY
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clc
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adc #16
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pha
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_GTEMoveSprite
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lda StartX
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lsr
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pha
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lda StartY
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lsr
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pha
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_GTESetBG1Origin
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; pea #RENDER_BG1_HORZ_OFFSET
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pea #RENDER_WITH_SHADOWING
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; pea #0
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_GTERender
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; Update the performance counters
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inc frameCount
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pha
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_GTEGetSeconds
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pla
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cmp OldOneSecondCounter
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beq :noudt
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sta OldOneSecondCounter
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jsr UdtOverlay
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stz frameCount
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:noudt
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brl EvtLoop
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handle_a
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lda PlayerStanding
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beq :no_jump
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lda #-9
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sta PlayerYVel
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:no_jump rts
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handle_left
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lda PlayerXVel
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bpl :ok
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cmp #-4
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bcc :out
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:ok
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dec PlayerXVel
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:out
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jmp do_render
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handle_right lda PlayerXVel
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bmi :ok
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cmp #6
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bcs :out
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:ok
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inc PlayerXVel
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:out
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jmp do_render
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; Simple updates with gravity and collisions. It's important that eveything in this
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; subroutine be done against the VBL tick count
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UpdatePlayerPos
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lda PlayerGlobalY
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clc
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adc PlayerYVel
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bpl :not_neg_y
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lda #0
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:not_neg_y
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cmp MaxGlobalY
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bcc *+4
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lda MaxGlobalY
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sta PlayerGlobalY
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lda PlayerGlobalX
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clc
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adc PlayerXVel
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bpl :not_neg
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lda #0
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:not_neg
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cmp MaxGlobalX
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bcc *+4
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lda MaxGlobalX
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sta PlayerGlobalX
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rts
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ApplyCollisions
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; Convert global to local coordinates
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lda PlayerGlobalX
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sec
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sbc StartX
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sta PlayerX
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lda PlayerGlobalY
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sec
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sbc StartY
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sta PlayerY
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; Collision testing
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inc PlayerYVel
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stz PlayerStanding
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; Check if the player is standing on the ground at their current local position
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pha ; space for result
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pei PlayerX
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lda PlayerY
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clc
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adc #24
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pha
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_GTEGetTileAt
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pla
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; Decide if mario's feet are on a "ground" tile (blocks, pipes, etc.)
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and #TILE_ID_MASK
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cmp #64
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bcc :not_ground
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lda PlayerYVel
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bmi :not_ground
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lda PlayerGlobalY
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and #$fff8
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sta PlayerGlobalY
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stz PlayerYVel ; Stop falling when we hit the ground
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lda #1
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sta PlayerStanding
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bra :y_ok
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:not_ground
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lda PlayerYVel
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bmi :y_ok
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cmp #8
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bcc :y_ok
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lda #7
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sta PlayerYVel
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:y_ok
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ldx LastHFlip ; Update sprite frame based on actions
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lda PlayerXVel
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beq :no_dxv
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bpl :pos_dxv
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ldx #SPRITE_HFLIP
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bra :no_dxv
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:pos_dxv
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ldx #0
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:no_dxv
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sta PlayerXVel
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stx LastHFlip
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lda SpriteCount
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eor SpriteToggle
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sta SpriteCount
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; If the player is standing and XVel != 0, pick a frame
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ldx #2
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lda PlayerXVel
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beq :frame
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jsr _GetVBLTicks
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and #$0006
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tax
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:frame
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pea HERO_SLOT_1
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pei LastHFlip
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lda HeroFrames1,x
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pha
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pea HERO_SLOT_2
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pei LastHFlip
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lda HeroFrames2,x
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pha
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_GTEUpdateSprite
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_GTEUpdateSprite
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rts
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HeroFrames1 dw HERO_VBUFF_2,HERO_VBUFF_1,HERO_VBUFF_2,HERO_VBUFF_1
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HeroFrames2 dw HERO_VBUFF_4,HERO_VBUFF_3,HERO_VBUFF_4,HERO_VBUFF_3
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; Set the scroll position based on the global coordinates of the player
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; Try to center the player on the screen
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UpdateCameraPos
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lda ScreenWidth
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lsr
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sta appTmp0
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lda PlayerGlobalX
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sec
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sbc appTmp0
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bpl :x_pos
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lda #0
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:x_pos cmp MaxBG0X
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bcc :x_ok
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lda MaxBG0X
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:x_ok sta StartX
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lda ScreenHeight
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lsr
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sta appTmp0
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lda PlayerGlobalY
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sec
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sbc appTmp0
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bpl :y_pos
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lda #0
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:y_pos cmp MaxBG0Y
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bcc :y_ok
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lda MaxBG0Y
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:y_ok sta StartY
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pei StartX
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pei StartY
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_GTESetBG0Origin
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rts
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; Timer callback to animate the background
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UpdateBG1Offset
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ldal bg1offset
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pha
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inc
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inc
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stal bg1offset
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_GTESetBG1Displacement
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rtl
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bg1offset ds 2
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; Exit code
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Exit
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_GTEShutDown
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Quit
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_QuitGS qtRec
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bcs Fatal
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Fatal brk $00
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qtRec adrl $0000
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da $00
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; Sprite VBUFF / Compile tokens
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SpriteFlags1 ds 2
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SpriteFlags2 ds 2
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; Color palette
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MyDirectPage ds 2
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SetLimits
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pha ; Allocate space for width (in tiles), height (in tiles), pointer
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pha
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pha
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pha
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_GTEGetBG0TileMapInfo
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pla
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sta TileMapWidth
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pla
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sta TileMapHeight
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pla
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pla ; discard the pointer
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pha ; Allocate space for x, y, width, height
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pha
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pha
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pha
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_GTEGetScreenInfo
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pla
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pla ; Discard screen corner
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pla
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sta ScreenWidth
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pla
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sta ScreenHeight
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lda TileMapWidth
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asl
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asl
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sta MaxGlobalX
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sec
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sbc ScreenWidth
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sta MaxBG0X
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lda TileMapHeight
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asl
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asl
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asl
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sta MaxGlobalY
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sec
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sbc ScreenHeight
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sta MaxBG0Y
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; Check if the current StartX and StartY are out of bounds
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lda StartX
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cmp MaxBG0X
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bcc :x_ok
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lda MaxBG0X
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:x_ok pha
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lda StartY
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cmp MaxBG0Y
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bcc :y_ok
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lda MaxBG0Y
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:y_ok pha
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_GTESetBG0Origin
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rts
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; Load a binary file in the BG1 buffer
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DoLoadBG1
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lda BankLoad
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ldx #BG1DataFile
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jsr LoadFile
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; ldx BankLoad
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; lda #0
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; ldy BG1DataBank
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; jsl CopyBinToBG1
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pea #256 ; fill the whole buffer
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|
pea #208
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pei BankLoad
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|
pea $0008 ; skip header
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|
_GTECopyPicToBG1
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|
rts
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|
|
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_GetVBLTicks
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PushLong #0
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|
_GetTick
|
|
pla
|
|
plx
|
|
rts
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|
|
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BG1DataFile strl '1/bg1.bin'
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|
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frameCount equ 24
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|
|
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PUT ../StartUp.s
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PUT ../../shell/Overlay.s
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PUT gen/App.TileMapBG0.s
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