#define PLAYFIELD_X (32) #define PLAYFIELD_Y (16) #define PLAYFIELD_W (384) #define PLAYFIELD_H (368) #define PLAYFIELD_LEFT (PLAYFIELD_X) #define PLAYFIELD_TOP (PLAYFIELD_Y) #define PLAYFIELD_RIGHT (PLAYFIELD_X + PLAYFIELD_W) #define PLAYFIELD_BOTTOM (PLAYFIELD_Y + PLAYFIELD_H) #define PLAYFIELD_VRAM_X (PLAYFIELD_X / 8) #define PLAYFIELD_VRAM_W (PLAYFIELD_W / 8) #define PLAYFIELD_VRAM_RIGHT (PLAYFIELD_RIGHT / 8) #define PLAYFIELD_TRAM_X (PLAYFIELD_X / 8) #define PLAYFIELD_TRAM_Y (PLAYFIELD_Y / 16) #define PLAYFIELD_TRAM_W (PLAYFIELD_W / 8) #define PLAYFIELD_TRAM_CENTER_X \ ((PLAYFIELD_X + (PLAYFIELD_W / 2)) / GLYPH_HALF_W) #define PLAYFIELD_TRAM_RIGHT (PLAYFIELD_RIGHT / 8) #define PLAYFIELD_TRAM_BOTTOM (PLAYFIELD_BOTTOM / 16) #if (GAME == 2) // Fills the playfield's area on the text RAM with transparency. // (Future games use a near function.) void far playfield_tram_wipe(void); #endif