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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.
7 lines
422 B
ArmAsm
7 lines
422 B
ArmAsm
; _TBPriorityDynamicMaskTile
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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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_TBPriorityDynamicMaskTile dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00,_TBDynamicMaskTile_00,_TBDynamicMaskTile_00
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dw _TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00
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