====== Extract column from tile based maps ====== by Achim For a side scrolling game you'll have to extract one row only from your tile data and print it left or right on the screen. The following routine can be used to extract columns on either side. Call it like this: ldy lo-bytescreen ldx hi-bytescreen jsr extractcolumn To make this work properly a map pointer (always top/left) and tileX (=column 00, 01, 02, 03) have to be defined. The main program should use it like this. Pseudo code for scrolling to the right (player moving left) ldx tileX dex bpl !+ //tileX<00? lda mappointer //shift map pointer to the left... sec sbc #$01 sta mappointer lda mappointer+1 sbc #$00 sta mappointer+1 ldx #$03 //...and start with column 03 !: stx tileX lda mappointer //use tmp to make sure sta maptmp //the map pointer lda mappointer+1 //doesn't get messed up sta maptmp+1 ldy lo-bytescreenleft ldx lo-bytescreenleft jsr extract column To print new data on the right, switch the mappointer to top/right first. Then extract a new column, finally increment tileX (and mappointer if necessary). Pseudo code for scrolling to the left (player moving right) lda mappointer //switch to top/right clc adc #$0a //#$08 in case of 5x5 sta maptmp //again using a tmp lda mappointer+1 adc #$00 sta maptmp+1 ldy lo-bytescreenright ldx hi-bytescreenright jsr extract column ldx tileX inx cpx #$04 //tileX>4? bne no inc mappointer //shift map pointer to the right... bne !+ inc mappointer+1 !: ldx #$00 //...and start with column 00 no: stx tileX Here's the code. MapX and Mappointer have to be handled by your main program. /*------------------------------------------------ Extract colummn from tile data by A. Volkers, 2011 y = lo-byte screen column x = hi-byte screen column ->KickAssambler ------------------------------------------------*/ .pc = $1000 .const tilemem = 48 //hi-byte tile data: $3000 .var tileX = $02 //column 0-3 .var mappointer = $03 //16bit address for main program .var mapX = $05 //map width .var tiledata = $f9 //16bit address tile .var screenposition = $fb //16bit screen column .var maptmp = $fd //16bit map tmp for decoding .var numberTiles = $ff //number of tiles top-bottom newcolumn: sty screenposition stx screenposition+1 lda #$05 //5 tiles top-bottom, 20 screen rows sta numberTiles readcolumn: ldy #$00 lda (maptmp),y //calculate tile data address and #$0f //use tables for 5x5 tiles instead asl asl asl asl sta tiledata //lo-byte lda (maptmp),y and #$f0 lsr lsr lsr lsr clc adc #tilemem //hi-byte sta tiledata+1 ldy tileX lda (tiledata),y ldy #$00 sta (screenposition),y lda tileX clc adc #$04 tay lda (tiledata),y ldy #$28 sta (screenposition),y lda tileX clc adc #$08 tay lda (tiledata),y ldy #$50 sta (screenposition),y lda tileX clc adc #$0c tay lda (tiledata),y ldy #$78 sta (screenposition),y //add ldy #$a0 sta(screenposition),y for 5x5 tiles lda maptmp //next map row clc adc mapX sta maptmp bcc !+ inc maptmp+1 !: lda screenposition //adjust screen position clc adc #$a0 //#$c8 in case of 5x5 tiles sta screenposition bcc !+ inc screenposition+1 !: dec numberTiles //all tiles done? bne readcolumn rts The following example decodes a whole screen first (using this routine: [[decoding_tile_based_maps|Decoding 4x4 tiles]]), then a map can be scrolled left and right (hard scrolling only). Combine it with soft scrolling and colour RAM shifting. {{:base:tile_column.zip|}}