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; Changes a block in the level immediately and queues a PPU update. ; input: A (new block), LevelBlockPtr,y (block to change) ; output: carry (success) ; locals: 0, 1, 2, 3, LevelDecodePointer, LevelSpritePointer .proc ChangeBlock SaveX = 0 SaveY = 1 Temp = 2 TempSlot = 3 LeftPointer = LevelDecodePointer ; reuse pointers RightPointer = LevelSpritePointer sty SaveY ; save X and Y so the routine calling this doesn't have to stx SaveX sta (LevelBlockPtr),y tax ; X = block type, to index into metatile info tables ; find a slot for the block update ldy #MaxNumBlockUpdates-1 : lda BlockUpdateA1,y beq :+ ; empty slot found dey bpl :- ; no free slots, return with carry clear ldy SaveY ldx SaveX clc rts : ; queue the block update ; needs the bank set to MAINLOOP_BANK lda MetatileUL,x sta BlockUpdateT1,y lda MetatileUR,x sta BlockUpdateT2,y lda MetatileLL,x sta BlockUpdateT3,y lda MetatileLR,x sta BlockUpdateT4,y ; use a lookup table to find the PPU addresses for the block updates ldx SaveY ; Y index into the level lda LevelBlockPtr+0 lsr lsr lsr and #%11110 ora PPURowAddrLo,x sta BlockUpdateA2,y lda PPURowAddrHi,x sta Temp ; use $2000 or $2400 as a base depending on the screen number ldx #$20 lda LevelBlockPtr+1 and #1 beq :+ ldx #$24 : txa ora Temp sta BlockUpdateA1,y ora #$03 ; get attribute table base sta Temp ; save for the attribute table update ; calculate the bottom row from the top row lda BlockUpdateA2,y add #32 sta BlockUpdateB2,y lda BlockUpdateA1,y adc #0 sta BlockUpdateB1,y ; update the attribute square too ; but first find a slot for that (maybe find and update identical slots later?) ldy #0 : lda TileUpdateA1,y beq :+ ; found a free slot iny cpy #MaxNumTileUpdates bne :- ; keep going jmp Exit ; no slots? don't bother updating the attribute table : ; calculate attribute address and value lda Temp sta TileUpdateA1,y ; set up the two pointers lda LevelBlockPtr+0 and #%11101111 sta LeftPointer+0 ora #%00010000 sta RightPointer+0 lda LevelBlockPtr+1 sta LeftPointer+1 sta RightPointer+1 ; xxxx0000 <--- low byte of block pointer ; 0000yyyy <--- Y coordinate, in SaveY ; 11yyyxxx <--- attribute table format lda SaveY asl ; 000yyyy0 asl ; 00yyyy00 and #%00111000 ; 00yyy000 ora #%11000000 ; 11yyy000 sta Temp lda LevelBlockPtr lsr ; 0xxxx000 lsr ; 00xxxx00 lsr ; 000xxxx0 lsr ; 0000xxxx lsr ; 00000xxx ora Temp ; 11yyyxxx sta TileUpdateA2,y sty TempSlot lda SaveY and #<~1 ; round to 32 pixel square tay lda (LeftPointer),y tax lda MetatilePalettes,x and #%00000011 sta Temp ; top right corner of attribute byte lda (RightPointer),y tax lda MetatilePalettes,x and #%00001100 ora Temp sta Temp iny ; bottom left corner of attribute byte lda (LeftPointer),y tax lda MetatilePalettes,x and #%00110000 ora Temp sta Temp ; top right corner of attribute byte lda (RightPointer),y tax lda MetatilePalettes,x and #%11000000 ora Temp ldy TempSlot sta TileUpdateT,y Exit: sec ; success ldx SaveX ldy SaveY rts .endproc
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