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20 lines
819 B
ArmAsm
20 lines
819 B
ArmAsm
; _TBMaskedPriorityTile
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;
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; The priority bit allows the tile to be rendered in front of sprites. If there's no sprite
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; in this tile area, then just fallback to the Tile00000.s implementation
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_TBMaskedPriorityTile dw _TBMaskedTile_00,_TBMaskedTile_0H,_TBMaskedTile_V0,_TBMaskedTile_VH
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dw _TBCopyData,_TBCopyDataH,_TBCopyDataV,_TBCopyDataVH
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; NOTE: Eventually, we want a way to support this use-case
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;
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; When the high-priority bit is set for a tile, then the BG0 tile will be rendered behind the BG1 data. In
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; order to support this, the optional BG1 mask buffer needs to be enabled and *every* word in the tile
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; becomes a JMP handler (similar to masked dynamic tiles)
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;
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; The 8 bytes of code that is generated in the JMP handler is
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;
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; lda #tiledata
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; and [dp],y
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; ora (dp),y
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; nop
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