2019-11-10 23:18:22 +00:00
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#define PLAYFIELD_X (32)
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#define PLAYFIELD_Y (16)
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#define PLAYFIELD_W (384)
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#define PLAYFIELD_H (368)
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#define PLAYFIELD_LEFT (PLAYFIELD_X)
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#define PLAYFIELD_TOP (PLAYFIELD_Y)
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#define PLAYFIELD_RIGHT (PLAYFIELD_X + PLAYFIELD_W)
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#define PLAYFIELD_BOTTOM (PLAYFIELD_Y + PLAYFIELD_H)
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#define PLAYFIELD_VRAM_X (PLAYFIELD_X / 8)
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#define PLAYFIELD_VRAM_W (PLAYFIELD_W / 8)
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#define PLAYFIELD_VRAM_RIGHT (PLAYFIELD_RIGHT / 8)
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#define PLAYFIELD_TRAM_X (PLAYFIELD_X / 8)
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2020-04-21 19:19:31 +00:00
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#define PLAYFIELD_TRAM_Y (PLAYFIELD_Y / 16)
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2019-11-10 23:18:22 +00:00
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#define PLAYFIELD_TRAM_W (PLAYFIELD_W / 8)
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2020-05-01 10:19:09 +00:00
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#define PLAYFIELD_TRAM_CENTER_X \
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((PLAYFIELD_X + (PLAYFIELD_W / 2)) / GLYPH_HALF_W)
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2019-11-10 23:18:22 +00:00
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#define PLAYFIELD_TRAM_RIGHT (PLAYFIELD_RIGHT / 8)
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2020-04-21 19:19:31 +00:00
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#define PLAYFIELD_TRAM_BOTTOM (PLAYFIELD_BOTTOM / 16)
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#if (GAME == 2)
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// Fills the playfield's area on the text RAM with transparency.
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// (Future games use a near function.)
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void far playfield_tram_wipe(void);
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#endif
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