mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-23 03:33:11 +00:00
655 lines
19 KiB
ArmAsm
655 lines
19 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.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 #0 ; Mode 0 is full-screen
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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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; jsr TileAnimInit
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jsr SetLimits
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; Allocate room to load data
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; jsr MovePlayerToOrigin ; Put the player at the beginning of the map
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jsr InitOverlay ; Initialize the status bar
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stz frameCount
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ldal OneSecondCounter
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sta oldOneSecondCounter
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; Initialize the sprite's global position (this is tracked outside of the tile engine)
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lda #16
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sta PlayerGlobalX
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lda MaxGlobalY
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sec
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lda #40 ; 32 for tiles, 8 for sprite
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sta PlayerGlobalY
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stz PlayerXVel
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stz PlayerYVel
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; Add a sprite to the engine and save it's sprite ID
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jsr UpdatePlayerLocal
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lda #3 ; 8x8 sprite, tile ID = 3
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ldx PlayerX
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ldy PlayerY
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jsl AddSprite
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bcc :sprite_ok
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brl Exit ; If we could not allocate a sprite, exit
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:sprite_ok
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sta PlayerID
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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 #$0100
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beq :no_jump
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lda PlayerStanding
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beq :no_jump
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lda #$FFF8
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sta PlayerYVel
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:no_jump
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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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lda StartX
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cmp MaxBG0X
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bcs :do_render
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inc
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jsl SetBG0XPos
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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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lda StartX
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beq :do_render
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dec
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jsl SetBG0XPos
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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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lda StartY
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cmp MaxBG0Y
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bcs :do_render
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inc
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jsl SetBG0YPos
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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
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jsl SetBG0YPos
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bra :do_render
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:not_w
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; Do j,l to move the character left/right
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cmp #'j'
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bne :not_j
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lda PlayerXVel
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bpl :pos_xvel
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cmp #$FFFA
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bcc :not_j
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:pos_xvel dec
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sta PlayerXVel
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bra :do_render
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:not_j
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cmp #'l'
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bne :not_l
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lda PlayerXVel
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bmi :neg_xvel
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cmp #6
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bcs :not_l
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:neg_xvel inc
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sta PlayerXVel
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bra :do_render
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:not_l
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; Update the camera position
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:do_render
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; jsr UpdatePlayerPos ; Moves in global cordinates
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; jsr UpdateCameraPos ; Moves the screen
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; jsr UpdatePlayerLocal ; Gets local sprite coordinates
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; lda PlayerID
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; ldx PlayerX
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; ldy PlayerY
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; jsl UpdateSprite ; Move the sprite to this local position
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; Draw the sprite in the sprite plane
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; ldx PlayerX
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; ldy PlayerY
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; jsl GetSpriteVBuffAddr
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; tax ; put in X
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; ldy #3*128 ; draw the 3rd tile as a sprite
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; stx PlayerLastPos ; save for erasure
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; jsl DrawTileSprite
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; Now the sprite has been drawn. Enqueue the dirty tiles. We blindly add the potential
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; dirty tiles and rely on PushDirtyTile to elimate duplicates quickly
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; ldx PlayerX
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; ldy PlayerY
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; jsr MakeDirtySprite8x8
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; The dirty tile queue has been written to; apply it to the code field
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; jsl ApplyTiles
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; Let's see what it looks like!
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jsl Render
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; Update the performance counters
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inc frameCount
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ldal OneSecondCounter
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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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; Erase the sprites that moved
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; ldx PlayerLastPos ; Delete the sprite because it moved
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; jsl EraseTileSprite
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; Add the tiles that the sprite was previously at as well.
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; ldx PlayerXOld
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; ldy PlayerYOld
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; jsr MakeDirtyTile8x8
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; tax
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; ldy PlayerY
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; lda PlayerID
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; jsl UpdateSprite
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; jsl DoTimers
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; jsl Render
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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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MyPalette dw $068F,$0EDA,$0000,$068F,$0BF1,$00A0,$0EEE,$0777,$01CE,$0FA4,$0F59,$0D40,$02E3,$09B9,$0F93,$0FD7
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PlayerGlobalX ds 2
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PlayerGlobalY ds 2
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PlayerID ds 2
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PlayerX ds 2
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PlayerXOld ds 2
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PlayerY ds 2
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PlayerYOld ds 2
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PlayerLastPos ds 2
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PlayerXVel ds 2
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PlayerYVel ds 2
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KeyState ds 2
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PlayerStanding ds 2
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MaxGlobalX ds 2
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MaxGlobalY ds 2
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MaxBG0X ds 2
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MaxBG0Y ds 2
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oldOneSecondCounter ds 2
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frameCount ds 2
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PLAYER_X_MIN equ 0
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PLAYER_X_MAX equ 160-4
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PLAYER_Y_MIN equ 0
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PLAYER_Y_MAX equ 200-8
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EMPTY_TILE equ $0029 ; the tile that makes up the background
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AdjustLocalX
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clc
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adc StartXMod164
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cmp #164
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bcc *+5
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sbc #164
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rts
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AdjustLocalY
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clc
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adc StartYMod208
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cmp #208
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bcc *+5
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sbc #208
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rts
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SetLimits
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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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rts
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; Set the scroll position based on the global cooridinate of the player
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; Try to center the player on the screen
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UpdateCameraPos
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lda ScreenWidth
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lsr
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sta tmp0
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lda PlayerGlobalX
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sec
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sbc tmp0
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bpl :x_pos
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lda #0
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:x_pos cmp MaxBG0X
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bcc :x_ok
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lda MaxBG0X
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:x_ok jsl SetBG0XPos
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lda ScreenHeight
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lsr
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sta tmp0
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lda PlayerGlobalY
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sec
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sbc tmp0
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bpl :y_pos
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lda #0
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:y_pos cmp MaxBG0Y
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bcc :y_ok
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lda MaxBG0Y
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:y_ok jsl SetBG0YPos
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rts
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; Convert the global coordinates to adjusted local coordinated (compensating for wrap-around)
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UpdatePlayerLocal
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lda PlayerGlobalX
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sec
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sbc StartX
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jsr AdjustLocalX
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sta PlayerX
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lda PlayerGlobalY
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sec
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sbc StartY
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jsr AdjustLocalY
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sta PlayerY
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rts
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; Simple updates with gravity and collisions. It's important that eveything in this
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; subroutine be done against
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UpdatePlayerPos
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stz PlayerStanding
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lda PlayerYVel
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bmi :no_ground_check
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; Check if the player is standing on the ground at their current local position
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ldx PlayerX
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lda PlayerY
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clc
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adc #8
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tay
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jsr GetTileAt
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cmp #EMPTY_TILE
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beq :no_ground_check
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lda PlayerGlobalY
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and #$fff8
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sta PlayerGlobalY
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stz PlayerYVel
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lda #1
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sta PlayerStanding
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:no_ground_check
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lda PlayerGlobalY
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clc
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adc PlayerYVel
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bpl *+5
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lda #0
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cmp MaxGlobalY
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bcc *+5
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lda MaxGlobalY
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sta PlayerGlobalY
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lda PlayerGlobalX
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clc
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adc PlayerXVel
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bpl *+5
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lda #0
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cmp MaxGlobalX
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bcc *+5
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lda MaxGlobalX
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sta PlayerGlobalX
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lda PlayerXVel
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beq :no_dxv
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bpl :pos_dxv
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inc
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bra :no_dxv
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:pos_dxv
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dec
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:no_dxv
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sta PlayerXVel
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lda PlayerYVel
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inc
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bmi :is_neg
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cmp #4
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bcs :too_fast
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:is_neg
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sta PlayerYVel
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:too_fast
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rts
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; Takes a signed playfield position (including off-screen coordinates) and a size and marks
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; the tiles that are impacted by this shape. The main job of this subroutine is to ensure
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; that all of the tile coordinate s are within the valid bounds [0 - 40], [0 - 25].
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;
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; X = signed integer
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; Y = signed integer
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; A = sprite size (0 - 7)
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SpriteWidths dw 4,4,8,8,12,8,12,16
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SpriteHeights dw 8,16,8,16,16,24,24,24
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; 000 - 8x8 (1x1 tile)
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; 001 - 8x16 (1x2 tiles)
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; 010 - 16x8 (2x1 tiles)
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; 011 - 16x16 (2x2 tiles)
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; 100 - 24x16 (3x2 tiles)
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; 101 - 16x24 (2x3 tiles)
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; 110 - 24x24 (3x3 tiles)
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; 111 - 32x24 (4x3 tiles)
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MarkTilesOut
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ply
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plx
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sec
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rts
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MarkTiles
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phx
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phy
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and #$0007
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asl
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tax
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; First, do a bound check against the whole sprite. It it's totally off-screen, do nothing because
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; there are no physical tiles to mark.
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lda 1,s ; load the Y coordinate
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bpl :y_pos
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eor #$FFFF ; for a negative coordinate, see if it's equal to or larger than the sprite height
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inc
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cmp SpriteHeights,x
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bcs MarkTilesOut
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bra :y_ok
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:y_pos cmp ScreenHeight
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bcc :y_ok
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bra MarkTilesOut
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:y_ok
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rts
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; X = coordinate
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; Y = coordinate
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GetTileAt
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txa
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bmi :out
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lsr
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lsr
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tax
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tya
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bmi :out
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lsr
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lsr
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lsr
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tay
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jsl GetTileStoreOffset
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tax
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ldal TileStore+TS_TILE_ID,x
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rts
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:out
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lda #EMPTY_TILE
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rts
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; X = coordinate
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; Y = coordinate
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MakeDirtySprite8x8
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phx
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phy
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txa ; need to do a signed shift...
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lsr
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lsr
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tax
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tya
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lsr
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lsr
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lsr
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tay
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jsr MakeDirtySpriteTile ; top-left
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lda 3,s
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clc
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adc #3
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lsr
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lsr
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tax
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jsr MakeDirtySpriteTile ; top-right
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lda 1,s
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clc
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adc #7
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lsr
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lsr
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lsr
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tay
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jsr MakeDirtySpriteTile ; bottom-right
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lda 3,s
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lsr
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lsr
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tax
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jsr MakeDirtySpriteTile ; bottom-left
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ply
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plx
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rts
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; X = coordinate
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; Y = coordinate
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MakeDirtyTile8x8
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phx
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phy
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txa
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lsr
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lsr
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tax
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tya
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lsr
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lsr
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lsr
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tay
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jsr MakeDirtyTile ; top-left
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lda 3,s
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clc
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adc #3
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lsr
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lsr
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tax
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jsr MakeDirtyTile ; top-right
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lda 1,s
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clc
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adc #7
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lsr
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lsr
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lsr
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tay
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jsr MakeDirtyTile ; bottom-right
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lda 3,s
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lsr
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lsr
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tax
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jsr MakeDirtyTile ; bottom-left
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ply
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plx
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rts
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MakeDirtyTile
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phx
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phy
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jsl GetTileStoreOffset
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jsl PushDirtyTile
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ply
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plx
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rts
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MakeDirtySpriteTile
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phx
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phy
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txa
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asl
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asl
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tax
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tya
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asl
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asl
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asl
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tay
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jsl GetSpriteVBuffAddr
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pha
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lda 3,s
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tay
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lda 5,s
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tax
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jsl GetTileStoreOffset
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tax
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lda #TILE_SPRITE_BIT
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stal TileStore+TS_SPRITE_FLAG,x
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pla
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stal TileStore+TS_SPRITE_ADDR,x
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txa
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jsl PushDirtyTile
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ply
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plx
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rts
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; Position the screen with the botom-left corner of the tilemap visible
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MovePlayerToOrigin
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lda #0 ; Set the player's position
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jsl SetBG0XPos
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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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sec
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sbc ScreenHeight
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jsl SetBG0YPos
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rts
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qtRec adrl $0000
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da $00
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PUT ../shell/Overlay.s
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PUT gen/App.TileMapBG0.s
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PUT gen/App.TileSetAnim.s
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ANGLEBNK ENT |