mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-12-01 08:49:41 +00:00
548 lines
14 KiB
ArmAsm
548 lines
14 KiB
ArmAsm
; Test driver to exercise graphics routines.
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REL
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DSK MAINSEG
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use Locator.Macs
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use Load.Macs
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use Mem.Macs
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use Misc.Macs
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use Util.Macs
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use EDS.GSOS.Macs
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use GTE.Macs
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mx %00
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tiledata EXT ; tileset buffer
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TileSetPalette EXT
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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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; Direct page space
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MyUserId equ 0
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BankLoad equ 2
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StartX equ 4
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StartY equ 6
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TileMapWidth equ 8
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TileMapHeight equ 10
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ScreenWidth equ 12
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ScreenHeight equ 14
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MaxGlobalX equ 16
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MaxGlobalY equ 18
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MaxBG0X equ 20
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MaxBG0Y equ 22
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frameCount equ 24
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OldOneSecondCounter equ 26
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appTmp0 equ 28
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seg1x equ 30
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seg2x equ 32
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seg3x equ 34
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seg4x equ 36 ; BG1 x-pos
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frameCountTotal equ 38
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PlayerX equ 40
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PlayerY equ 42
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PlayerXVel equ 44
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PlayerYVel equ 46
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phk
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plb
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sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program
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tdc
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sta MyDirectPage ; Keep a copy for the overlay callback
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_MTStartUp ; GTE requires the miscellaneous toolset to be running
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lda #ENGINE_MODE_USER_TOOL+ENGINE_MODE_TWO_LAYER ; Engine in Fast Mode as a User Tool
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jsr GTEStartUp ; Load and install the GTE User Tool
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; Initialize the graphics screen playfield
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pea #160
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pea #200
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_GTESetScreenMode
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; Load a tileset
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pea 0
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pea 256
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pea #^tiledata
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pea #tiledata
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_GTELoadTileSet
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pea $0000
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pea #^TileSetPalette
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pea #TileSetPalette
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_GTESetPalette
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pea $0
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_GTEClearBG1Buffer
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; Set up our level data
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; jsr BG0SetUp
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pea 416
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pea 30
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pea ^App_TileMapBG0
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pea App_TileMapBG0+{10*416}
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_GTESetBG0TileMapInfo
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stz seg1x
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stz seg2x
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stz seg3x
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stz seg4x
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jsr SetLimits
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jsr DoLoadBG1
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; Initialize local variables
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lda #56
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sta StartX
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lda #0
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sta StartY
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stz frameCount
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stz frameCountTotal
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pei StartX
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pei StartY
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_GTESetBG0Origin
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lda #193 ; Tile ID of '0'
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jsr InitOverlay ; Initialize the status bar
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pha
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_GTEGetSeconds
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pla
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sta OldOneSecondCounter
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jsr UdtOverlay
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; Create some sprites
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lda #16
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sta PlayerX
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lda MaxGlobalY
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sec
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sbc #48 ; 32 for tiles, 16 for sprite
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lda #48 ; 32 for tiles, 16 for sprite
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sta PlayerY
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stz PlayerXVel
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stz PlayerYVel
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HERO_SIZE equ {SPRITE_16X16}
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HERO_FLAGS equ HERO_SIZE ; no extra H/V bits for now
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HERO_FRAME_1 equ HERO_SIZE+145
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HERO_VBUFF_1 equ VBUFF_SPRITE_START+0*VBUFF_SPRITE_STEP
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HERO_SLOT equ 1
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pea HERO_FRAME_1
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pea HERO_VBUFF_1
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_GTECreateSpriteStamp
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pha ; Space for result
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pea HERO_SIZE
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pea HERO_VBUFF_1
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_GTECompileSpriteStamp
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pla
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pea HERO_SLOT ; Put the player in slot 1
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pea HERO_FLAGS+SPRITE_COMPILED ; mark this as a compiled sprite (can only use in RENDER_WITH_SHADOWING mode)
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pha ; pass in the token of the compiled stamp
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pei PlayerX
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pei PlayerY
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_GTEAddSprite
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; Set up the per-scanline rendering
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lda StartX
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jsr InitOffsets
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pea #scanlineHorzOffset
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pea #^BG0Offsets
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pea #BG0Offsets
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_GTESetAddress
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pea #scanlineHorzOffset2
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pea #^BG1Offsets
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pea #BG1Offsets
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_GTESetAddress
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pea #RENDER_WITH_SHADOWING ; one regular render to fill the screen with the tilemap
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_GTERender
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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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pha
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_GTEReadControl
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pla
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jsr HandleKeys ; Do the generic key handlers
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bcs :do_more
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brl :do_render
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:do_more
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cmp #'d'
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bne :not_d
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jsr DecRanges
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jsr SetOffsets
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brl :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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jsr IncRanges
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jsr SetOffsets
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brl :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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lda StartY
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cmp MaxBG0Y
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bcs :do_render
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inc StartY
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pei StartX
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pei StartY
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_GTESetBG0Origin
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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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lda StartY
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beq :do_render
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dec StartY
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pei StartX
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pei StartY
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_GTESetBG0Origin
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bra :do_render
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:not_w
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:do_render
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jsr SetBG1Animation ; Update the per-scanline BG1 offsets
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jsr _GetVBLTicks
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and #$00FC
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lsr
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lsr
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sta PlayerX
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pea HERO_SLOT
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pei PlayerX
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pei PlayerY
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_GTEMoveSprite ; Move the sprite to this local position
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pea #RENDER_PER_SCANLINE
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; pea #0
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_GTERender
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; Update the performance counters
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inc frameCount
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inc frameCountTotal
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pha
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_GTEGetSeconds
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pla
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cmp OldOneSecondCounter
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beq :noudt
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sta OldOneSecondCounter
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jsr UdtOverlay
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stz frameCount
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:noudt
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brl EvtLoop
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; Exit code
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Exit
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_GTEShutDown
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Quit
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_QuitGS qtRec
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bcs Fatal
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Fatal brk $00
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qtRec adrl $0000
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da $00
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; Color palette
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MyDirectPage ds 2
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_GetVBLTicks
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PushLong #0
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_GetTick
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pla
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plx
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rts
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SetLimits
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pha ; Allocate space for width (in tiles), height (in tiles), pointer
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pha
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pha
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pha
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_GTEGetBG0TileMapInfo
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pla
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sta TileMapWidth
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pla
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sta TileMapHeight
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pla
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pla ; discard the pointer
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pha ; Allocate space for x, y, width, height
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pha
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pha
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pha
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_GTEGetScreenInfo
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pla
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pla ; Discard screen corner
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pla
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sta ScreenWidth
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pla
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sta ScreenHeight
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lda TileMapWidth
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asl
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asl
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sta MaxGlobalX
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sec
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sbc ScreenWidth
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sta MaxBG0X
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lda TileMapHeight
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asl
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asl
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asl
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sta MaxGlobalY
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sec
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sbc ScreenHeight
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sta MaxBG0Y
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; Check if the current StartX and StartY are out of bounds
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lda StartX
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cmp MaxBG0X
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bcc :x_ok
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lda MaxBG0X
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:x_ok pha
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lda StartY
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cmp MaxBG0Y
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bcc :y_ok
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lda MaxBG0Y
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:y_ok pha
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_GTESetBG0Origin
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rts
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DecRanges
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lda seg1x
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bne *+5
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lda #164
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dec
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sta seg1x
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bit #1
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bne :out
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lda seg2x
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bne *+5
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lda #164
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dec
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sta seg2x
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bit #1
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bne :out
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lda seg3x
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bne *+5
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lda #164
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dec
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sta seg3x
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:out
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rts
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IncRanges
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lda seg1x
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inc
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cmp #164
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bcc *+5
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lda #0
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sta seg1x
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bit #1
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bne :out
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lda seg2x
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inc
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cmp #164
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bcc *+5
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lda #0
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sta seg2x
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bit #1
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bne :out
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lda seg3x
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inc
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cmp #164
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bcc *+5
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lda #0
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sta seg3x
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bit #1
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bne :out
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lda seg4x
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inc
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cmp #164
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bcc *+5
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lda #0
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sta seg4x
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:out
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rts
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InitOffsets
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pha
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ldx #0
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ldy #40
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jsr _InitRange
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ldx #40
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ldy #80
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jsr _InitRange
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ldx #120
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ldy #88
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jsr _InitRange
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jsr _InitBG1
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pla
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sta seg1x
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jsr SetOffset1
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lsr
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sta seg2x
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jsr SetOffset2
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lsr
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sta seg3x
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jsr SetOffset3
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jsr SetBG1Offsets
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rts
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SetOffsets
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lda seg1x
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jsr SetOffset1
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lda seg2x
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jsr SetOffset2
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lda seg3x
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jsr SetOffset3
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SetBG1Offsets
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pei seg4x
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pea 0
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_GTESetBG1Origin
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rts
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SetBG1Animation
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pea #scanlineHorzOffset2
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pea #^BG1Offsets
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lda frameCountTotal
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and #$000F
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asl
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adc #BG1Offsets
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pha
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_GTESetAddress
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rts
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SetOffset1
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ldx #120
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ldy #88
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jmp _SetRange
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SetOffset2
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ldx #40
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ldy #80
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jmp _SetRange
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SetOffset3
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ldx #0
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ldy #40
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jmp _SetRange
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_SetRange
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pha
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txa
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asl
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tax
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:loop2 lda BG0Offsets,x
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and #$FF00
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ora 1,s
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sta BG0Offsets,x
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dey
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beq :done
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inx
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inx
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cpx #416
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bcc :loop2
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:done
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pla
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rts
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_offsets dw 0,0,0,1,1,2,3,3,4,4,4,3,3,2,1,1
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_InitBG1
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ldx #0
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ldy #0
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:loop lda _offsets,y
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sta BG1Offsets,x
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iny
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iny
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cpy #31
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bcc *+5
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ldy #0
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inx
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inx
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cpx #448
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bcc :loop
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rts
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_InitRange
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txa
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asl
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tax
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tya
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dec
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and #$00FF
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xba
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:loop1 sta BG0Offsets,x
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sec
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sbc #$0100
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dey
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beq :done
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inx
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inx
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cpx #416
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bcc :loop1
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:done
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rts
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; Load a binary file in the BG1 buffer
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DoLoadBG1
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jsr AllocBank ; Alloc 64KB for Load/Unpack
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sta BankLoad ; Store "Bank Pointer"
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ldx #BG1DataFile ; Load the background file into the bank
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jsr LoadFile
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pea #164 ; Fill everything
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pea #200
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pea #256
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lda BankLoad
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pha
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pea $0000
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pea COPY_PIC_SCANLINE ; Copy in a mode that supports per-scanline offsets
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_GTECopyPicToBG1
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rts
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BG1DataFile strl '1/bg1.bin'
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BG0Offsets ds 416
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BG1Offsets ds 448 ; Make this a bit larger so we can just update a pointer
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PUT ../StartUp.s
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PUT ../../shell/Overlay.s
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PUT gen/App.TileMapBG0.s
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