Working on performance. Still.
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1 changed files with 5 additions and 4 deletions
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@ -107,7 +107,8 @@
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#define ST_PASSENGER_CEL_BOARD0 2 /* maps to C64 ptr $C6 */
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#define ST_PASSENGER_CEL_BOARD0 2 /* maps to C64 ptr $C6 */
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#define ST_PASSENGER_CEL_SPARKLE 8 /* C64 ptr $D9 -- 3rd sparkle cel */
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#define ST_PASSENGER_CEL_SPARKLE 8 /* C64 ptr $D9 -- 3rd sparkle cel */
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#define ST_SPRITE_BACKUP_BYTES (((ST_TAXI_W_PX >> 1) + 4) * ST_TAXI_H_PX)
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// Library-wide worst case (16-px-group window on planar ports).
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#define ST_SPRITE_BACKUP_BYTES JOEY_SPRITE_BACKUP_BYTES(ST_TAXI_W_PX / 8, ST_TAXI_H_PX / 8)
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typedef struct {
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typedef struct {
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@ -119,16 +120,16 @@ typedef struct {
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jlSpriteT *warpCels[ST_WARP_CEL_COUNT];
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jlSpriteT *warpCels[ST_WARP_CEL_COUNT];
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jlSpriteT *flameCels[ST_FLAME_CEL_COUNT];
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jlSpriteT *flameCels[ST_FLAME_CEL_COUNT];
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jlSpriteBackupT flameBackup;
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jlSpriteBackupT flameBackup;
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uint8_t flameBackupMem[ST_SPRITE_BACKUP_BYTES];
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uint8_t flameBackupMem[ST_SPRITE_BACKUP_BYTES] __attribute__((aligned(2)));
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bool flameHasBackup;
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bool flameHasBackup;
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jlSpriteT *passengerCels[ST_PASSENGER_CEL_COUNT];
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jlSpriteT *passengerCels[ST_PASSENGER_CEL_COUNT];
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jlSurfaceT *fontSurface; // glyph surface, built from font.tbk at load
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jlSurfaceT *fontSurface; // glyph surface, built from font.tbk at load
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uint16_t asciiMap[128];
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uint16_t asciiMap[128];
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bool fontReady;
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bool fontReady;
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jlSpriteBackupT taxiBackup;
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jlSpriteBackupT taxiBackup;
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uint8_t taxiBackupMem[ST_SPRITE_BACKUP_BYTES];
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uint8_t taxiBackupMem[ST_SPRITE_BACKUP_BYTES] __attribute__((aligned(2)));
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jlSpriteBackupT passengerBackup[ST_MAX_PASSENGERS];
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jlSpriteBackupT passengerBackup[ST_MAX_PASSENGERS];
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uint8_t passengerBackupMem[ST_MAX_PASSENGERS][ST_SPRITE_BACKUP_BYTES];
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uint8_t passengerBackupMem[ST_MAX_PASSENGERS][ST_SPRITE_BACKUP_BYTES] __attribute__((aligned(2)));
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bool taxiHasBackup;
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bool taxiHasBackup;
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bool passengerHasBackup[ST_MAX_PASSENGERS];
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bool passengerHasBackup[ST_MAX_PASSENGERS];
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// Tilemap repaint gating: the static playfield art only needs to
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// Tilemap repaint gating: the static playfield art only needs to
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