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A tile-based game engine for the Apple IIgs written in 65816 asssembly language
4e779e71d2
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. |
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demos | ||
emu | ||
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README.md |
iigs-game-engine
A tile-based game engine for the Apple IIgs written in 65816 asssembly language