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ootw: work on cropped sprite
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156
ootw/gr_putsprite_crop.s
Normal file
156
ootw/gr_putsprite_crop.s
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;=============================================
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; put_sprite_crop
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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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; FIXME: force YPOS to be even?
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put_sprite_crop:
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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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iny ; 2
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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_sprite_crop_loop:
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sty TEMP ; save sprite pointer ; 3
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ldy TEMPY ; 3
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bmi crop_increment_y ; if < 0, skip to next
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cpy #48 ; bge if >= 48, done sprite
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bcs crop_sprite_done
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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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crop_put_sprite_pixel:
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lda (INL),Y ; 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 crop_put_sprite_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 crop_put_sprite_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 crop_put_sprite_mask ; always? ; 3
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;=============
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; 8
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crop_put_sprite_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 #$0a
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bne crop_put_sprite_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda COLOR
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and #$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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crop_put_sprite_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 crop_put_sprite_done_draw ; we are done ; 3
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;===========
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; 20
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crop_put_sprite_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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crop_put_sprite_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 crop_put_sprite_pixel ; if not done, keep looping ; 2nt/3
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;==============
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; 12/13
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crop_increment_y:
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inc TEMPY ; each line has two y vars ; 5
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inc TEMPY ; 5
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dec CV ; decemenet total y count ; 5
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bne put_sprite_crop_loop ; loop if not done ; 2nt/3
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;==============
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; 17/18
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crop_sprite_done:
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rts ; return ; 6
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; 0,0 = 400+0
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; -1,0 = 400+ff=4ff, inc=400
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; sprite: 5x4
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;
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; -2,0 Xstart=0, sprite_offset=2, xsize=3
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; -1,0, Xstart=0, sprite_offset=1, xsize=4
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; 0,0, Xstrat=0, sprite_offset=0, xsize=5
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; 1,0, Xstart=1, sprite_offset=0, xsize=5
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;
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; 39,0 Xstart=39, sprite_offset=0, xsize=1
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;
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;
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;
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;
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@ -109,7 +109,7 @@ end_message:
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.include "random16.s"
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.include "keyboard.s"
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.include "gr_overlay.s"
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.include "gr_putsprite_crop.s"
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; room backgrounds
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.include "ootw_graphics/pool/ootw_pool.inc"
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@ -290,7 +290,7 @@ finally_draw_him:
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bne facing_right
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facing_left:
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jmp put_sprite
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jmp put_sprite_crop
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facing_right:
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jmp put_sprite_flipped
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