.SendBuffersToPPU LDA barPatternCounter ; If barPatternCounter = 0, then we need to send the BEQ SendBarNamesToPPUS ; nametable entries for the icon bar to the PPU, so ; jump to SendBarNamesToPPU via SendBarNamesToPPUS, ; returning from the subroutine using a tail call BPL SendBarPattsToPPUS ; If 0 < barPatternCounter < 128, then we need to send ; the pattern data for the icon bar to the PPU, so ; jump to SendBarPattsToPPU via SendBarPattsToPPUS, ; returning from the subroutine using a tail call ; If we get here then barPatternCounter >= 128, so we ; do not need to send any icon bar data to the PPU ; Fall through into part 2 to look at sending tile data ; to the PPU for the rest of the screenName: SendBuffersToPPU (Part 1 of 3) [Show more] Type: Subroutine Category: PPU Summary: Send the icon bar nametable and palette data to the PPU, if it has changed, before moving on to tile data in part 2 Deep dive: Drawing vector graphics using NES tilesContext: See this subroutine in context in the source code References: This subroutine is called as follows: * SendDataNowToPPU calls SendBuffersToPPU * SendScreenToPPU calls SendBuffersToPPU
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Subroutine SendBarNamesToPPUS (category: PPU)
Send the nametable entries for the icon bar to the PPU (this is a jump so we can call this routine using a branch instruction)
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Subroutine SendBarPattsToPPUS (category: PPU)
Send the pattern data for the icon bar to the PPU (this is a jump so we can call this routine using a branch instruction)
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Variable barPatternCounter in workspace ZP
The number of icon bar nametable and pattern entries that need to be sent to the PPU in the NMI handler