waterfall: sprite placement works

This commit is contained in:
Vince Weaver 2018-08-02 15:50:49 -04:00
parent 3f0bc8fdb3
commit bb96ec6fb8
3 changed files with 198 additions and 20 deletions

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@ -17,6 +17,7 @@ WATERFALL: waterfall.o
ld65 -o WATERFALL waterfall.o -C ../linker_scripts/apple2_1000.inc
waterfall.o: waterfall.s gr_copy.s gr_unrolled_copy.s \
put_sprite.s \
waterfall_page1.inc waterfall_page2.inc tfv_sprites.inc
ca65 -o waterfall.o waterfall.s -l waterfall.lst

137
waterfall/put_sprite.s Normal file
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@ -0,0 +1,137 @@
;=============================================
; put_sprite
;=============================================
; Sprite to display in INH,INL
; Location is XPOS,YPOS
; Note, only works if YPOS is multiple of two
; time= 28 setup
; Y*outerloop
; outerloop = 34 setup
; X*innerloop
; innerloop = 30 if $00 17+13(done)
; 64 if $0X 16+7+8+20(put_sprite_mask)+13(done)
; 69 if $X0 16+8+7+5+20(put_sprite_mask)+13(done)
; 54 if if $XX 16+8+8+9(put_all)+13(done)
; -1 for last iteration
; 18 (-1 for last)
; 6 return
; so cost = 28 + Y*(34+18)+ (INNER-Y) -1 + 6
; = 33 + Y*(52)+(INNER-Y)
; = 33 + Y*(52)+ [30A + 64B + 69C + 54D]-Y
.align $100
put_sprite:
ldy #0 ; byte 0 is xsize ; 2
lda (INL),Y ; 5
sta CH ; xsize is in CH ; 3
iny ; 2
lda (INL),Y ; byte 1 is ysize ; 5
sta CV ; ysize is in CV ; 3
iny ; 2
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_sprite_loop:
sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
lda gr_offsets,Y ; lookup low-res memory address ; 4
clc ; 2
adc XPOS ; add in xpos ; 3
sta OUTL ; store out low byte of addy ; 3
lda gr_offsets+1,Y ; look up high byte ; 4
adc DRAW_PAGE ; ; 3
sta OUTH ; and store it out ; 3
ldy TEMP ; restore sprite pointer ; 3
; OUTH:OUTL now points at right place
ldx CH ; load xsize into x ; 3
;===========
; 34
put_sprite_pixel:
lda (INL),Y ; get sprite colors ; 5
iny ; increment sprite pointer ; 2
sty TEMP ; save sprite pointer ; 3
ldy #$0 ; 2
; check if completely transparent
; if so, skip
cmp #$0 ; if all zero, transparent ; 2
beq put_sprite_done_draw ; don't draw it ; 2nt/3
;==============
; 16/17
sta COLOR ; save color for later ; 3
; check if top pixel transparent
and #$f0 ; check if top nibble zero ; 2
bne put_sprite_bottom ; if not skip ahead ; 2nt/3
;==============
; 7/8
lda #$f0 ; setup mask ; 2
sta MASK ; 3
bmi put_sprite_mask ; always? ; 3
;=============
; 8
put_sprite_bottom:
lda COLOR ; re-load color ; 3
and #$0f ; check if bottom nibble zero ; 2
bne put_sprite_all ; if not, skip ahead ; 2nt/3
;=============
; 7/8
lda #$0f ; 2
sta MASK ; setup mask ; 3
;===========
; 5
put_sprite_mask:
lda (OUTL),Y ; get color at output ; 5
and MASK ; mask off unneeded part ; 3
ora COLOR ; or the color in ; 3
sta (OUTL),Y ; store it back ; 6
jmp put_sprite_done_draw ; we are done ; 3
;===========
; 20
put_sprite_all:
lda COLOR ; load color ; 3
sta (OUTL),Y ; and write it out ; 6
;============
; 9
put_sprite_done_draw:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
bne put_sprite_pixel ; if not done, keep looping ; 2nt/3
;==============
; 12/13
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
dec CV ; decemenet total y count ; 5
bne put_sprite_loop ; loop if not done ; 2nt/3
;==============
; 17/18
rts ; return ; 6

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@ -12,13 +12,20 @@ GBASL = $26
GBASH = $27
BASL = $28
BASH = $29
MASK = $2E
COLOR = $30
FRAME = $60
BLARGH = $69
DRAW_PAGE = $EE
LASTKEY = $F1
PADDLE_STATUS = $F2
XPOS = $F3
TEMP = $FA
TEMPY = $FB
INL = $FC
INH = $FD
OUTL = $FE
OUTH = $FF
; Soft Switches
KEYPRESS= $C000
@ -70,12 +77,6 @@ waterfall_demo:
jsr gr_copy_to_current ; copy to page1
; GR part
; bit PAGE1
; bit LORES ; 4
; bit SET_GR ; 4
; bit FULLGR ; 4
;=============================
; Load bg to memory
@ -90,14 +91,6 @@ waterfall_demo:
sta GBASH
jsr load_rle_gr
; lda #0
; sta DRAW_PAGE
; jsr gr_copy_to_current
; GR part
; bit PAGE0
;==============================
; setup graphics for vapor lock
@ -234,17 +227,63 @@ page1_loop: ; delay 115+(7 loop)+4 (bit)+4(extra)
; -2 display loop setup
; -6 jsr to do_nothing
; -10 check for keypress
; -2257 copy screen
; -2252 copy screen
; =============
; 2276
jsr do_nothing ; 6
lda #4 ; 2
sta DRAW_PAGE ; 3
;=========================
; Clear background
;=========================
jsr gr_copy_row22 ; 6+ 2246
;=========
; 2257
; 2252
; beq bird_walking
; 2
lda #>bird_rider_stand_right ; 2
sta INH ; 3
lda #<bird_rider_stand_right ; 2
sta INL ; 3
jmp draw_bird ; 3
;bird_walking:
; 3
lda #>bird_rider_walk_right ; 2
sta INH ; 3
lda #<bird_rider_walk_right ; 2
sta INL ; 3
; must be 15
lda #0 ; 2
; Must add another 15 as sprite is different
inc YPOS ; 5
inc YPOS ; 5
inc YPOS ; 5
draw_bird:
; 15 + 7
lda #17 ; 2
sta XPOS ; 3
lda #22 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
;=========
; 38
; + 2190
;========
; 2228
;====================
; Handle keypresses
lda KEYPRESS ; 4
@ -330,8 +369,9 @@ gr_offsets:
.include "../asm_routines/keypress.s"
.include "gr_copy.s"
.include "gr_unrolled_copy.s"
.include "put_sprite.s"
.include "waterfall_page1.inc"
.include "waterfall_page2.inc"
.include "tfv_sprites.inc"