Add pcx2snes to build script.
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@ -1,4 +1,5 @@
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@echo off
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pcx2snes tiles.pcx -otiles.asm -b2 -nTile -d
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wla-65816 -o pewpew.asm pewpew.o
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wlalink -vr wlalink.cfg pewpew.smc
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del *.o
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@ -116,16 +116,16 @@ LoadPaletteAndTileData:
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lda #32 ; Palette entries for BG2 start at 32.
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sta CGADDR
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-
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lda.l UntitledPalette, x
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lda.l TilePalette, x
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sta CGDATA
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inx
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cpx #8 ; 8 bytes of palette data.
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bne -
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; DMA 0 source address & bank.
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ldx #UntitledData
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ldx #TileData
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stx DMA0SRC
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lda #:UntitledData
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lda #:TileData
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sta DMA0SRCBANK
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; DMA 0 transfer size.
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; See the helpful comment in tiles.asm to find the size of the tile data.
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@ -1,6 +1,6 @@
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; Created with eKid's pcx2snes converter ;
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UntitledData:
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TileData:
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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.db $07, $00, $18, $07, $20, $1F, $4C, $33, $50, $2F, $86, $79, $86, $79, $80, $7F
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@ -26,7 +26,7 @@ UntitledData:
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.db $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00, $80, $00
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.db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
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UntitledPalette:
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TilePalette:
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.db $1F, $7C, $00, $00, $FF, $7F, $1F, $02
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; 24 tiles (8 spaces)
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