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ootw: intro: remove more extraneous code
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@ -39,4 +39,4 @@ Memory squeeze!
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10,734 over remove extraneous blank bg image
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8,658 over re-arrange memory map, 42k avail now
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8,562 over move gr_make_quake out of common code
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8,374 over remove extraneous code (mostly put_sprite_flipped)
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@ -1,23 +1,23 @@
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clear_screens:
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;===================================
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; Clear top/bottom of page 0
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;===================================
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;clear_screens:
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; ;===================================
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; ; Clear top/bottom of page 0
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; ;===================================
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;
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; lda #$0
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; sta DRAW_PAGE
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; jsr clear_top
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; jsr clear_bottom
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lda #$0
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sta DRAW_PAGE
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jsr clear_top
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jsr clear_bottom
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;===================================
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; Clear top/bottom of page 1
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;===================================
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lda #$4
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sta DRAW_PAGE
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jsr clear_top
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jsr clear_bottom
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rts
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; ;===================================
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; ; Clear top/bottom of page 1
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; ;===================================
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;
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; lda #$4
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; sta DRAW_PAGE
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; jsr clear_top
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; jsr clear_bottom
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;
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; rts
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clear_bottoms:
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@ -135,24 +135,24 @@ __cbf2:
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rts ; 6
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clear_screens_notext:
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;clear_screens_notext:
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;===================================
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; Clear top/bottom of page 0
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;===================================
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lda #$0
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sta DRAW_PAGE
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jsr clear_all
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; lda #$0
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; sta DRAW_PAGE
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; jsr clear_all
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;===================================
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;===================================
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; Clear top/bottom of page 1
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;===================================
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lda #$4
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sta DRAW_PAGE
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jsr clear_all
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; lda #$4
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; sta DRAW_PAGE
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; jsr clear_all
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rts
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; rts
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;=========================================================
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@ -150,163 +150,3 @@ put_sprite_done_draw:
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;=============================================
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; put_sprite_flipped
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;=============================================
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; Sprite to display in INH,INL
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; Location is XPOS,YPOS
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; Note, only works if YPOS is multiple of two
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; transparent color is $A (grey #2)
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; this means we can have black ($0) in a sprite
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put_sprite_flipped:
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ldy #0 ; byte 0 is xsize ; 2
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lda (INL),Y ; 5
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sta CH ; xsize is in CH ; 3
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iny ; 2
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lda (INL),Y ; byte 1 is ysize ; 5
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sta CV ; ysize is in CV ; 3
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dey ; make Y zero again ; 2
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lda INH
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sta ppf_smc+2
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clc
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lda INL
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adc #1 ; add one (not two) because X counts
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; from CH to 1 (not CH-1 to 0)
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sta ppf_smc+1
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bcc psf16
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inc ppf_smc+2
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psf16:
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lda YPOS ; make a copy of ypos ; 3
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sta TEMPY ; as we modify it ; 3
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;===========
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; 28
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put_spritef_loop:
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sty TEMP ; save sprite pointer ; 3
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ldy TEMPY ; 3
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lda gr_offsets,Y ; lookup low-res memory address ; 4
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clc ; 2
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adc XPOS ; add in xpos ; 3
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sta OUTL ; store out low byte of addy ; 3
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lda gr_offsets+1,Y ; look up high byte ; 4
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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ldy TEMP ; restore sprite pointer ; 3
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; OUTH:OUTL now points at right place
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ldx CH ; load xsize into x ; 3
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;===========
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; 34
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put_spritef_pixel:
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ppf_smc:
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lda $C000,X ; get sprite colors ; 5
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iny ; increment sprite pointer ; 2
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sty TEMP ; save sprite pointer ; 3
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ldy #$0 ; 2
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; check if completely transparent
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; if so, skip
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cmp #$aa ; if all zero, transparent ; 2
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beq put_spritef_done_draw ; don't draw it ; 2nt/3
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;==============
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; 16/17
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sta COLOR ; save color for later ; 3
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; check if top pixel transparent
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and #$f0 ; check if top nibble zero ; 2
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cmp #$a0
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bne put_spritef_bottom ; if not skip ahead ; 2nt/3
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;==============
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; 7/8
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lda COLOR
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and #$0f
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sta COLOR
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lda #$f0 ; setup mask ; 2
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sta MASK ; 3
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bmi put_spritef_mask ; always? ; 3
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;=============
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; 8
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put_spritef_bottom:
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lda COLOR ; re-load color ; 3
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and #$0f ; check if bottom nibble zero ; 2
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cmp #$0a
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bne put_spritef_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda COLOR
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and #$f0
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sta COLOR
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lda #$0f ; 2
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sta MASK ; setup mask ; 3
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;===========
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; 5
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put_spritef_mask:
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lda (OUTL),Y ; get color at output ; 5
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and MASK ; mask off unneeded part ; 3
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ora COLOR ; or the color in ; 3
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sta (OUTL),Y ; store it back ; 6
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jmp put_spritef_done_draw ; we are done ; 3
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;===========
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; 20
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put_spritef_all:
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lda COLOR ; load color ; 3
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sta (OUTL),Y ; and write it out ; 6
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;============
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; 9
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put_spritef_done_draw:
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ldy TEMP ; restore sprite pointer ; 3
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inc OUTL ; increment output pointer ; 5
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dex ; decrement x counter ; 2
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bne put_spritef_pixel ; if not done, keep looping ; 2nt/3
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;==============
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; 12/13
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inc TEMPY ; each line has two y vars ; 5
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inc TEMPY ; 5
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lda CH
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clc
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adc ppf_smc+1
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sta ppf_smc+1
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bcc psfo
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inc ppf_smc+2
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psfo:
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dec CV ; decemenet total y count ; 5
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bne put_spritef_loop ; loop if not done ; 2nt/3
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;==============
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; 17/18
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rts ; return ; 6
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157
ootw/gr_putsprite_flipped.s
Normal file
157
ootw/gr_putsprite_flipped.s
Normal file
@ -0,0 +1,157 @@
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;=============================================
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; put_sprite_flipped
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;=============================================
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; Sprite to display in INH,INL
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; Location is XPOS,YPOS
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; Note, only works if YPOS is multiple of two
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; transparent color is $A (grey #2)
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; this means we can have black ($0) in a sprite
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put_sprite_flipped:
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ldy #0 ; byte 0 is xsize ; 2
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lda (INL),Y ; 5
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sta CH ; xsize is in CH ; 3
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iny ; 2
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lda (INL),Y ; byte 1 is ysize ; 5
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sta CV ; ysize is in CV ; 3
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dey ; make Y zero again ; 2
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lda INH
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sta ppf_smc+2
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clc
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lda INL
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adc #1 ; add one (not two) because X counts
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; from CH to 1 (not CH-1 to 0)
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sta ppf_smc+1
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bcc psf16
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inc ppf_smc+2
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psf16:
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lda YPOS ; make a copy of ypos ; 3
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sta TEMPY ; as we modify it ; 3
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;===========
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; 28
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put_spritef_loop:
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sty TEMP ; save sprite pointer ; 3
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ldy TEMPY ; 3
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lda gr_offsets,Y ; lookup low-res memory address ; 4
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clc ; 2
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adc XPOS ; add in xpos ; 3
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sta OUTL ; store out low byte of addy ; 3
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lda gr_offsets+1,Y ; look up high byte ; 4
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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ldy TEMP ; restore sprite pointer ; 3
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; OUTH:OUTL now points at right place
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ldx CH ; load xsize into x ; 3
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;===========
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; 34
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put_spritef_pixel:
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ppf_smc:
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lda $C000,X ; get sprite colors ; 5
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iny ; increment sprite pointer ; 2
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sty TEMP ; save sprite pointer ; 3
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ldy #$0 ; 2
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; check if completely transparent
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; if so, skip
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cmp #$aa ; if all zero, transparent ; 2
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beq put_spritef_done_draw ; don't draw it ; 2nt/3
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;==============
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; 16/17
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sta COLOR ; save color for later ; 3
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; check if top pixel transparent
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and #$f0 ; check if top nibble zero ; 2
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cmp #$a0
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bne put_spritef_bottom ; if not skip ahead ; 2nt/3
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;==============
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; 7/8
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lda COLOR
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and #$0f
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sta COLOR
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lda #$f0 ; setup mask ; 2
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sta MASK ; 3
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bmi put_spritef_mask ; always? ; 3
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;=============
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; 8
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put_spritef_bottom:
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lda COLOR ; re-load color ; 3
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and #$0f ; check if bottom nibble zero ; 2
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cmp #$0a
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bne put_spritef_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda COLOR
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and #$f0
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sta COLOR
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lda #$0f ; 2
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sta MASK ; setup mask ; 3
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;===========
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; 5
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put_spritef_mask:
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lda (OUTL),Y ; get color at output ; 5
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and MASK ; mask off unneeded part ; 3
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ora COLOR ; or the color in ; 3
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sta (OUTL),Y ; store it back ; 6
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jmp put_spritef_done_draw ; we are done ; 3
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;===========
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; 20
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put_spritef_all:
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lda COLOR ; load color ; 3
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sta (OUTL),Y ; and write it out ; 6
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;============
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; 9
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put_spritef_done_draw:
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ldy TEMP ; restore sprite pointer ; 3
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inc OUTL ; increment output pointer ; 5
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dex ; decrement x counter ; 2
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bne put_spritef_pixel ; if not done, keep looping ; 2nt/3
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;==============
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; 12/13
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inc TEMPY ; each line has two y vars ; 5
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inc TEMPY ; 5
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lda CH
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clc
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adc ppf_smc+1
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sta ppf_smc+1
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bcc psfo
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inc ppf_smc+2
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psfo:
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dec CV ; decemenet total y count ; 5
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bne put_spritef_loop ; loop if not done ; 2nt/3
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;==============
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; 17/18
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rts ; return ; 6
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@ -89,6 +89,7 @@ end_message:
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.include "gr_copy.s"
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.include "gr_make_quake.s"
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.include "gr_putsprite.s"
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.include "gr_putsprite_flipped.s"
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.include "gr_offsets.s"
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.include "random16.s"
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.include "keyboard.s"
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