mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-12-26 20:30:21 +00:00
342 lines
11 KiB
ArmAsm
342 lines
11 KiB
ArmAsm
; Test driver to exercise graphics routines.
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REL
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DSK MAINSEG
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use Load.Macs.s
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use Locator.Macs.s
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use Misc.Macs.s
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use EDS.GSOS.MACS.s
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use Tool222.Macs.s
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use Util.Macs.s
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use CORE.MACS.s
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use ../../src/GTE.s
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use ../../src/Defs.s
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mx %00
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; Feature flags
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NO_INTERRUPTS equ 0 ; turn off for crossrunner debugging
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NO_MUSIC equ 1 ; turn music + tool loading off
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; Keycodes
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LEFT_ARROW equ $08
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RIGHT_ARROW equ $15
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UP_ARROW equ $0B
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DOWN_ARROW equ $0A
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; Typical init
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phk
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plb
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jsl EngineStartUp
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lda #^MyPalette ; Fill Palette #0 with our colors
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ldx #MyPalette
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ldy #0
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jsl SetPalette
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ldx #256 ; 32 x 22 playfield (704 tiles, $580 tiles)
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ldy #176
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jsl SetScreenMode
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; Set up our level data
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jsr BG0SetUp
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; Initialize the sprite's global position (this is tracked outside of the tile engine)
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lda #64
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sta PlayerX
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sta PlayerY
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stz MapScreenX
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stz MapScreenY
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; Add a sprite to the engine and save its sprite
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SPRITE_ID equ {SPRITE_16X16+1}
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OKTOROK equ {SPRITE_16X16+79}
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lda PlayerX
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xba
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ora PlayerY
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tay ; (x, y) position
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ldx #0
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lda #SPRITE_ID ; 16x16 sprite
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jsl AddSprite
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sta PlayerID
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; Add 4 octoroks
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lda #OKTOROK
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ldx #1
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ldy #{32*256}+48
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jsl AddSprite
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lda #OKTOROK
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ldx #2
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ldy #{32*256}+96
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jsl AddSprite
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lda #OKTOROK
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ldx #3
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ldy #{96*256}+56
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jsl AddSprite
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lda #OKTOROK
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ldx #4
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ldy #{96*256}+72
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jsl AddSprite
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; Draw the initial screen
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lda #DIRTY_BIT_BG0_REFRESH ; Redraw all of the tiles on the next Render
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tsb DirtyBits
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jsl Render
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; Set up a very specific test. First, we draw a sprite into the sprite plane, and then
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; leave it alone. We are just testing the ability to merge sprite plane data into
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; the play field tiles.
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EvtLoop
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jsl ReadControl
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; Check the buttons first
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pha
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bit #$0100
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beq :no_sword
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:no_sword
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; Enable/disable v-sync
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lda 1,s
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bit #$0400
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beq :no_key_down
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and #$007F
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cmp #'v'
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bne :not_v
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lda #$0001
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eor vsync
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sta vsync
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:not_v
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:no_key_down
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pla
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and #$007F ; Ignore the buttons for now
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cmp #'q'
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bne :not_q
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brl Exit
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:not_q
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cmp #'d'
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bne :not_d
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inc PlayerX
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lda PlayerX
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cmp #128-8
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bcc *+5
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jsr TransitionRight
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lda PlayerID
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ldx #SPRITE_16X16+5
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jsl UpdateSprite
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bra :do_render
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:not_d
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cmp #'a'
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bne :not_a
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dec PlayerX
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bpl *+5
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jsr TransitionLeft
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lda PlayerID
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ldx #SPRITE_16X16+SPRITE_HFLIP+5
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jsl UpdateSprite
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bra :do_render
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:not_a
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cmp #'s'
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bne :not_s
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inc PlayerY
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lda PlayerID
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ldx #SPRITE_16X16+1
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jsl UpdateSprite
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bra :do_render
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:not_s
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cmp #'w'
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bne :not_w
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dec PlayerY
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lda PlayerID
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ldx #SPRITE_16X16+9
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jsl UpdateSprite
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bra :do_render
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:not_w
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:do_render
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lda PlayerID
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ldx PlayerX
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ldy PlayerY
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jsl MoveSprite ; Move the sprite to the current position
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; Based on the frame count, move an oktorok
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jsl GetVBLTicks
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pha
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and #$0003
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asl
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tax
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pla
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and #$007C
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lsr
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tay
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lda OktorokX,x
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clc
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adc OktorokDelta,y
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phx
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ldy OktorokY,x
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tax
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pla
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inc
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inc
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jsl MoveSprite
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; Let's see what it looks like!
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lda vsync
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beq :no_vsync
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:vsyncloop jsl GetVerticalCounter ; 8-bit value
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cmp ScreenY0
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bcc :vsyncloop
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sec
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sbc ScreenY0
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cmp #4
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bcs :vsyncloop ; Wait until we're within the top 8 scanlines
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lda #1
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jsl SetBorderColor
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:no_vsync
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jsl RenderDirty
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lda vsync
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beq :no_vsync2
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lda #0
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jsl SetBorderColor
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:no_vsync2
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brl EvtLoop
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; Exit code
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Exit
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jsl EngineShutDown
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_QuitGS qtRec
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bcs Fatal
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Fatal brk $00
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TransitionRight
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lda MapScreenX ; Only two screens
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cmp #1
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bcs :done
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lda StartX ; Scroll 128 bytes to the right
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clc
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adc #128
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sta TransitionX
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:loop lda StartX
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cmp TransitionX
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bcs :out
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clc
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adc #4
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jsl SetBG0XPos
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lda PlayerX
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sec
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sbc #4
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bmi :nosprite
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sta PlayerX
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lda PlayerID
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ldx PlayerX
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ldy PlayerY
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jsl MoveSprite
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:nosprite
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jsl Render ; Do full renders since the playfield is scrolling
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bra :loop
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:out
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lda #0 ; Move the player back to the left edge
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sta PlayerX
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inc MapScreenX ; Move the index to the next screen
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:done
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rts
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TransitionLeft
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lda MapScreenX
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cmp #0
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beq :done
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lda StartX ; Scroll 128 bytes to the left
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sec
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sbc #128
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sta TransitionX
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:loop lda StartX
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cmp TransitionX
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beq :out
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sec
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sbc #4
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jsl SetBG0XPos
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lda PlayerX
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clc
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adc #4
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cmp #128-8+1
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bcs :nosprite
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sta PlayerX
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lda PlayerID
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ldx PlayerX
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ldy PlayerY
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jsl MoveSprite
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:nosprite
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jsl Render
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bra :loop
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:out
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; lda #128-8 ; Move the player back to the right edge
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; sta PlayerX
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dec MapScreenX ; Move the index to the next screen
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:done
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rts
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; Color palette
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;MyPalette dw $068F,$0EDA,$0000,$0000,$0BF1,$00A0,$0EEE,$0456,$0FA4,$0F59,$0E30,$01CE,$02E3,$0870,$0F93,$0FD7
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MyPalette dw $0FDA,$08C1,$0C41,$0F93,$0777,$0FDA,$00A0,$0000,$0D20,$0FFF,$023E,$01CE,$02E3,$0870,$0F93,$0FD7
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MapScreenX ds 2
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MapScreenY ds 2
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PlayerID ds 2
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PlayerX ds 2
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PlayerY ds 2
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OktorokX dw 32,32,96,96
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OktorokY dw 48,96,56,72
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OktorokDelta dw 0,1,2,3,4,5,6,7,6,5,4,3,2,1,0,-1,-2,-3,-4,-5,-6,-7,-8,-7,-6,-5,-4,-3,-2,-1,0,0,0
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TransitionX ds 2
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TransitionY ds 2
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oldOneSecondCounter ds 2
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frameCount ds 2
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qtRec adrl $0000
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da $00
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vsync dw $8000
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PUT gen/App.TileMapBG0.s
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ANGLEBNK ENT |