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7 lines
369 B
ArmAsm
7 lines
369 B
ArmAsm
; _TBPriorityTile
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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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_TBPriorityTile dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH
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dw _TBCopyData,_TBCopyDataH,_TBCopyDataV,_TBCopyDataVH
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