Optimizations - full colortable for PAL mode

This commit is contained in:
Pecusx
2023-01-31 20:22:47 +01:00
parent 98565d490f
commit f703316128
5 changed files with 16 additions and 10 deletions
+5 -1
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@@ -67,10 +67,14 @@ GradientAddrL
.by <dliColorsFore, <dliColorsFore, <dliColorsFore2
GradientAddrH
.by >dliColorsFore, >dliColorsFore, >dliColorsFore2
dliColorsFore2
dliColorsFore2 ; colors for NTSC
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$d4,$d6,$b4,$b6,$b6
dliColorsFore2PAL ; colors for PAL
.by $0a ; one mountains color
.by $7e,$7a,$7c,$6a,$6c,$58,$5a,$48,$4a,$38
.by $3a,$16,$18,$e6,$e8,$c4,$c6,$a4,$a6,$a6
;-----------
pmtableL ; addressess of the P/M memory for 6 tanks
+10 -8
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@@ -349,12 +349,15 @@ no5200splash
mva #$10 MODUL-6+$a69 ; $12 > $10
mva #$04 MODUL-6+$bf8 ; $05 > $04
mva #$08 MODUL-6+$e3d ; $0a > $08
; and mountains colors
mva #$c4 dliColorsFore2+16
mva #$c6 dliColorsFore2+17
mva #$a4 dliColorsFore2+18
mva #$a6 dliColorsFore2+19
sta dliColorsFore2+20
; and mountains colors table address
mva #<dliColorsFore2PAL GradientAddrL+2
mva #>dliColorsFore2PAL GradientAddrH+2
; mva #$c4 dliColorsFore2+16
; mva #$c6 dliColorsFore2+17
; mva #$a4 dliColorsFore2+18
; mva #$a6 dliColorsFore2+19
; sta dliColorsFore2+20
NoRMT_PALchange
.ELSE
mva #$7f SkStatSimulator
@@ -410,7 +413,6 @@ MainGameLoop
jsr SetStandardBarrels
jsr CallPurchaseForEveryTank
mva #0 SpyHardFlag
jsr MakeDarkScreen
bit escFlag
bmi START
@@ -1667,7 +1669,7 @@ peopleAreHere
MakeDarkScreen
jsr PMoutofScreen
mva #0 dmactls ; dark screen
sta dmactl
; sta dmactl ; probably not necessary (3 bytes!!! :) )
; and wait one frame :)
.proc WaitOneFrame
lda CONSOL
BIN
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BIN
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+1 -1
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@@ -2464,6 +2464,7 @@ InverseScreenByte
mvx TankNr TargetTankNr ; save
RepeatSpy
mvx #0 TankNr
stx SpyHardFlag ; 0 - optimization
CheckNextTankSH
cpx TargetTankNr
beq ThisTankItsMe
@@ -2494,7 +2495,6 @@ SelectNextTank
SpyHardEnd
mvx TargetTankNr TankNr ; restore
jsr DisplaySpyInfo
mva #0 SpyHardFlag
rts
.endp
.proc DisplaySpyInfo