mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-08 16:07:14 +00:00
126 lines
2.6 KiB
ArmAsm
126 lines
2.6 KiB
ArmAsm
;=========================================================
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; gr_overlay, 40x40 version
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;=========================================================
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; copy 0xc00 to DRAW_PAGE
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; then overlay with 0x1000, treating 0xa as transparent
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gr_overlay_40x40:
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jsr gr_copy_to_current_40x40
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gr_overlay_40x40_noload:
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lda #40
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sta CH ; xsize is in CH ; 3
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lda #38
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sta CV ; ysize is in CV ; 3
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jmp gr_overlay_custom
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;=========================================================
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; gr_overlay, 40x48 version
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;=========================================================
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; copy 0xc00 to DRAW_PAGE
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; then overlay with 0x1000, treating 0xa as transparent
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gr_overlay:
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jsr gr_copy_to_current
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gr_overlay_noload:
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lda #40
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sta CH ; xsize is in CH ; 3
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lda #46
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sta CV ; ysize is in CV ; 3
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gr_overlay_custom:
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ldy #0
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gr_overlay_loop:
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ldy CV ; 3
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lda gr_offsets,Y ; lookup low-res memory address ; 4
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sta OUTL ; store out low byte of addy ; 3
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sta INL
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lda gr_offsets+1,Y ; look up high byte ; 4
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clc
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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lda gr_offsets+1,Y ; look up high byte ; 4
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clc
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adc #$c ; force to start at $1000
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sta INH
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; OUTH:OUTL now points at right place
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ldx CH ; load xsize into x ; 3
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ldy #0
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gr_overlay_put_pixel:
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lda (INL),Y ; get sprite colors ; 5
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; check if completely transparent
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; if so, skip
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cmp #$aa ; if all zero, transparent ; 2
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beq gr_overlay_done_draw ; don't draw it ; 2nt/3
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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 gr_overlay_bottom ; if not skip ahead ; 2nt/3
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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 gr_overlay_mask ; always? ; 3
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gr_overlay_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 #$0a
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bne overlay_put_sprite_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda COLOR
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and #$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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gr_overlay_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 gr_overlay_done_draw ; we are done ; 3
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overlay_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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gr_overlay_done_draw:
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iny
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dex ; decrement x counter ; 2
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bne gr_overlay_put_pixel ; if not done, keep looping ; 2nt/3
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dec CV ; decemenet total y count ; 5
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dec CV
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bpl gr_overlay_loop ; loop if not done ; 2nt/3
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rts ; return ; 6
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