mirror of https://github.com/nmlgc/ReC98.git
24 lines
596 B
NASM
24 lines
596 B
NASM
; Each tile defines a 384×80 section of the background, which internally are
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; further divided into 5 rows of 16 pixels each.
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; No idea why ZUN just didn't go with the actually visible space of 384
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; horizontal tiles. That's 8 wasted tiles per row that the game doesn't do
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; anything with?
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TILES_MEMORY_X = 512 / TILE_W
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public _tile_ring
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_tile_ring dw (TILES_MEMORY_X * TILES_Y) dup(?)
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if GAME eq 5
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public _tile_index_ptr
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_tile_index_ptr dw ?
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else
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public _tile_index
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_tile_index dw ?
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endif
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public _tile_row, _tile_scrollspeed_ptr
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_tile_row db ?
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db ?
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_tile_scrollspeed_ptr dw ?
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