A tile-based game engine for the Apple IIgs written in 65816 asssembly language
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Lucas Scharenbroich 4e779e71d2 Tile rendering reorganization
This significantly simplifies the dispatch process by creating a
proper backing store for the tiles.  Most values that were
calcualted on the fly are now stored as constants in the tile
store.

Also, all tile updated are run through the dirty tile list which
solved a checken-and-egg problem of which order to do sprites vs
new tiles and affords a lot of optimizations since tile rendering
is deferred and each tile is only drawn at most once per frame.
2021-10-21 08:50:07 -05:00
.vscode Update skeleon to show a pictire on-screen 2020-08-19 00:35:30 -05:00
archive
demos Pull the sprite plane banks into the test build 2021-10-21 08:46:26 -05:00
emu Final reorg; all projects build into a unified disk image for testing 2021-08-26 17:15:44 -05:00
macros Add rendering path for masked dynamic tiles 2021-10-07 23:54:45 -05:00
ref Reorg files; focus on S16 artifact 2021-03-21 21:59:54 -05:00
src Tile rendering reorganization 2021-10-21 08:50:07 -05:00
tools Compensate for the fact the Tiled animation IDs are one off of the map TileIDs 2021-10-07 21:57:56 -05:00
.gitignore Tweak ignore files 2021-08-30 22:13:24 -05:00
README.md

iigs-game-engine

A tile-based game engine for the Apple IIgs written in 65816 asssembly language