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.org 0
.equ INT_VECTOR 0xff00
call init
game_loop:
halt
call entities_erase
call entities_update
call entities_draw
jmp game_loop
init:
; setup an int handler so we
; can use the frame int to sync
ld a, >INT_VECTOR
ld x, <INT_VECTOR
ld b, <int_handler
ld [a : x], b
inc x
ld b, >int_handler
ld [a : x], b
; enable interrupts
cif
halt
; pattern for the BG
ld b, 15
ld a, 0xbf
ld x, 0
ld y, 0x40
fill_loop:
ld [a : x], b
xor b, 5
inc x
bno
jmp fill_loop
inc a
dec y
bnz
jmp fill_loop
call entities_draw
ret
int_handler:
iret
.include "entities.asm"
.include "player.asm"
;
; entity data
;
entities:
; type
.db ET_PLAYER
; x, y
.db 0, 0
; frame
.db 0
.dw player_sprite
.dw player_update
; end of list
.db ET_END
; sprite data
player_sprite:
.incpng "assets/player.png"
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