.prev1 SEC \ Set the C flag to indicate that we have reached the \ end of the tile row RTS \ Return from the subroutine .GetTileEdgeToLeft LDY xTile \ Set Y to the column of the tile corner we are \ currently analysing when looking for the view edges \ and calculating the tile's pitch and yaw angles BEQ prev1 \ If Y = 0 then we are already at the left end of the \ tile row and can't move any further left, so jump to \ prev1 to return from the subroutine with the C flag \ set DEY \ Otherwise decrement Y to move one tile to the left JMP GetTileViewAngles \ Jump to GetTileViewAngles to analyse the new corner to \ look for the view edges and calculate the tile's pitch \ and yaw angles, and return from the subroutine with \ the C flag clearName: GetTileEdgeToLeft [Show more] Type: Subroutine Category: Drawing the landscape Summary: Move one tile to the left along the tile row that we are analysing for view edges and tile anglesContext: See this subroutine in context in the source code References: This subroutine is called as follows: * GetTileViewEdges calls GetTileEdgeToLeft * GetTileEdgeToRight calls via prev1
Other entry points: prev1 Return from the subroutine with the C flag set
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Subroutine GetTileViewAngles (Part 1 of 4) (category: Drawing the landscape)
Calculate the pitch and yaw angles for a tile corner, relative to a viewer object (e.g. the player), and whether it is on-screen
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Entry point prev1 in subroutine GetTileEdgeToLeft (category: Drawing the landscape)
Return from the subroutine with the C flag set