Finally got everything loading and displaying in the raycaster.

This commit is contained in:
Martin Haye 2014-01-26 16:32:03 -08:00
parent c63eed8ee7
commit 0d8584743e
4 changed files with 328 additions and 18 deletions

View File

@ -104,9 +104,9 @@ class PackPartitions
}
/*
* Parse raw image data and return it as a buffer.
* Parse raw tile image data and return it as a buffer.
*/
def parseImageData(imgEl)
def parseTileData(imgEl)
{
// Locate the data for the Apple II (as opposed to C64 etc.)
def dataEl = imgEl.displayData?.find { it.@platform == "AppleII" }
@ -124,6 +124,50 @@ class PackPartitions
return outBuf
}
/*
* Parse raw frame image data, rearrange it in screen order, and return it as a buffer.
*/
def parseFrameData(imgEl)
{
// Locate the data for the Apple II (as opposed to C64 etc.)
def dataEl = imgEl.displayData?.find { it.@platform == "AppleII" }
assert dataEl : "image '${imgEl.@name}' missing AppleII platform data"
// Parse out the hex data on each line and add it to a buffer.
def hexStr = dataEl.text()
def arr = new byte[8192]
def srcPos = 0
def dstPos = 0
// Process each line
(0..<192).each { y ->
// Process all 40 bytes in one line
(0..<40).each { x ->
arr[dstPos+x] = Integer.parseInt(hexStr[srcPos..srcPos+1], 16)
srcPos += 2
}
// Crazy adjustment to get to next line on Apple II hi-res screen
dstPos += 0x400
if (dstPos >= 0x2000) {
dstPos -= 0x2000
dstPos += 0x80
if (dstPos >= 0x400) {
dstPos -= 0x400
dstPos += 40
}
}
}
// Put the results into the buffer
def outBuf = ByteBuffer.allocate(8192)
outBuf.put(arr)
// All done. Return the buffer.
return outBuf
}
/**
* Flood fill from the upper left and upper right corners to determine
* all transparent areas.
@ -377,7 +421,7 @@ class PackPartitions
def num = frames.size() + 1
def name = imgEl.@name ?: "img$num"
println "Packing frame image #$num named '${imgEl.@name}'."
def buf = parseImageData(imgEl)
def buf = parseFrameData(imgEl)
frames[imgEl.@name] = [num:num, buf:buf]
return buf
}
@ -387,7 +431,7 @@ class PackPartitions
def num = tiles.size() + 1
def name = imgEl.@name ?: "img$num"
println "Packing tile image #$num named '${imgEl.@name}'."
def buf = parseImageData(imgEl)
def buf = parseTileData(imgEl)
tiles[imgEl.@name] = [num:num, buf:buf]
return buf
}

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@ -0,0 +1,251 @@
; Memory manager
; ------------------
;
; Memory is managed in variable-sized segments. In each 48kb memory bank (main and aux),
; a linked list identifies each segment there as well as usage flags to mark free, used,
; or reserved memory.
;
; Memory is marked as used as it is loaded by the loader, but the caller program
; should free it as soon as the memory is no longer in use. It is very possible that
; the memory will not be reclaimed right away and could be reinstated as in-use without
; a loading penalty.
;
; Another scenario is that free memory will be relocated to auxiliary banks
; and potentially later restored to active memory at a later time. Depending on the
; loader, this might be handled in different ways. Aux memory should be kept open
; such that memory can still be reclaimed. Extended memory (e.g. RamWorks and slinky
; ram expansions) can adopt a more linear and predictable model if they are large enough.
;
; Loading operations are performed in sets. A set is begun with the START_LOAD call, and
; subsequent QUEUE_LOAD requests are queued up. The set is then executed with
; FINISH_LOAD. The purpose of queuing the requests is to allow the disk loader to
; sort the requests in storage order and thus optimize loading speed. During the period
; between START_LOAD and FINISH_LOAD, the area in main memory from $4000 to $5FFF is
; reserved for loader operations. Therefore, if hi-res graphics on page 2 are being
; displayed, it is important to copy them to page 1 ($2000.3FFF) and switch to that
; page before queueing any loads.
;
; Additional loaders may be inserted between main/aux and the disk loader, to implement
; caching schemes in extended ram. The goal of using extended ram is to prevent future
; disk access as much as possible, because even an inefficient o(N) memory search is
; going to be faster than spinning up a disk.
;
; ----------------------------
; Segment table format in memory:
; Linked list of segments. Segments are generally indexed by the X register. There is
; one list of main memory, another list for aux mem. They are intermixed in the segment
; table space. First segment of main mem is always seg 0; first of aux mem is seg 1.
;
; tSegType,x:
; FF00tttt nnnnnnnn llllllll aaaaaaaa bbbbbbbb
; F = Flags
; 7 - Active/Inactive
; 6 - Locked (cannot be reclaimed for any reason)
; t = Type of resource (1-15, 0 is invalid)
; tSegResNum,x:
; resource number (1-255, 0 is invalid or no resource loaded)
; tSegAdrLo,x and tSegAdrHi,x:
; address of segment in memory
; tSegLink,x:
; link to next segment
;
; Essentially there are three distinct lists. Main mem (starts at seg 0), aux mem
; (starts at seg 1), and the unused list (starts at segment stored in unusedSeg).
;
; There is an extra link associated with each of (main, aux) mem. It's indexed by the
; Y register (y=0 is main, y=1 is aux):
;
; scanStart,y:
; segment of last successful allocation. Used to quickly pick up for next
; allocation.
;
; -------------------------
; Page file format on disk:
; File must be named: GAME.PART.nnn where nnn is the partition number (0-15)
; File Header:
; bytes 0-1: Total # of bytes in header (lo, hi)
; bytes 2-n: Table of repeated resource entries
; Resource entry:
; byte 0: resource type (1-15), 0 for end of table
; byte 1: resource number (1-255)
; bytes 2-3: number of bytes in resource (lo, hi)
; The remainder of the file is the data for the resources, in order of their
; table appearance.
;
startMemMgr = $800
mainLoader = $803
auxLoader = $806
;------------------------------------------------------------------------------
; Resource types
RES_TYPE_CODE = 1
RES_TYPE_2D_MAP = 2
RES_TYPE_3D_MAP = 3
RES_TYPE_TILE = 4
RES_TYPE_TEXTURE = 5
RES_TYPE_SCREEN = 6
;------------------------------------------------------------------------------
; Command codes
;------------------------------------------------------------------------------
RESET_MEMORY = $10
; Input: None
;
; Output: None
;
; Mark all memory as inactive, except the following areas in main memory
; which are always locked:
;
; 0000.01FF: Zero page and stack
; 0200.02FF: Input buffer and/or scratch space
; 0300.03FF: System vectors, scratch space
; 0400.07FF: Text display
; 0800.0xFF: The memory manager and its page table
; 4000.5FFF: Reserved during queue operations
; BF00.BFFF: ProDOS system page
;
; Note that this does *not* destroy the contents of memory, so for instance
; future RECALL_MEMORY commands may be able to re-use the existing contents
; of memory if they haven't been reallocated to something else.
;
; This command is acted upon and then passed on to chained loaders.
;------------------------------------------------------------------------------
REQUEST_MEMORY = $11
; Input: X-reg(lo) / Y-reg(hi) - number of bytes to allocate
;
; Output: X-reg(lo) / Y-reg(hi) - address allocated
;
; Allocate a segment in the memory space of this loader. If there
; isn't a large enough continguous memory segment available, the system
; will be halted immediately with HALT_MEMORY.
;
; Normally this command chooses the location of the memory area; if you
; want to force it to use a particular location, use SET_MEM_TARGET first.
;
; To allocate main memory, call the main memory loader. To allocate aux
; mem, call that loader instead.
;
; This command is acted upon immediately and chained loaders are not called.
;------------------------------------------------------------------------------
LOCK_MEMORY = $12
; Input: X-reg(lo) / Y-reg(hi) - address of segment to lock
;
; Output: None
;
; Locks a previously requested or loaded segment of memory so that it
; cannot be reclaimed by RESET_MEMORY.
;
; This command is acted upon immediately and chained loaders are not called.
;------------------------------------------------------------------------------
UNLOCK_MEMORY = $13
; Input: X-reg(lo) / Y-reg(hi) - address of segment to unlock (must be start
; of a memory area that was previously locked)
;
; Output: None
;
; Mark a segment of memory as unlocked, so it can be reclaimed by
; RESET_MEMORY.
;------------------------------------------------------------------------------
SET_MEM_TARGET = $14
; Input: X-reg(lo) / Y-reg(hi) - address to target
;
; Output: None
;
; Sets the target address in memory for the next REQUEST_MEMORY or QUEUE_LOAD
; command. This will force allocation at a specific location instead
; allowing the loader to choose.
;
; This is a one-shot command, i.e. as soon as an allocation is performed,
; subsequent allocations will revert to their normal behavior.
;------------------------------------------------------------------------------
START_LOAD = $15
; Input: X-reg - disk partition number (0 for boot disk, 1-15 for others)
;
; Output: None
;
; Marks the start of a set of QUEUE_LOAD operations, that will be
; acted upon when FINISH_LOAD is finally called.
;
; The partition is recorded and passed on to chained loaders.
;------------------------------------------------------------------------------
QUEUE_LOAD = $16
; Input: X-reg - resource type
; Y-reg - resource number
;
; Output: X-reg(lo) / Y-reg (hi) - address the load will occur at
;
; This is the main entry for loading resources from disk. It queues a load
; request, allocating memory to hold the entire resource. Note that
; the load is only queued; it may not be completed until FINISH_LOAD.
;
; Normally this command chooses the location of the memory area; if you
; want to force it to use a particular location, use SET_MEM_TARGET first.
;
; Note that if the data is already in memory (in active or inactive state),
; it will be activated if necessary and its former location will be
; returned and no disk access will be queued.
;
; The request is either acted upon by this loader, or passed onto the
; next chained loader. If there is no next loader, a FATAL_ERROR is
; triggered.
;------------------------------------------------------------------------------
FINISH_LOAD = $17
; Input: X-reg = 0 to close out and release $4000.5fff,
; X-reg = 1 to keep open (for anticipated immediate queueing)
;
; Output: None
;
; Completes all prior QUEUE_LOAD requests, clearing the queue. It's the
; last part of a START_LOAD / QUEUE_LOAD / FINISH_LOAD sequence. If more
; loads are anticipated right away, set X-reg to 1 to keep the loader
; open which will make them faster. If no more loads right away, set
; X-reg to 0.
;
; This command is acted upon by this loader and passed to chained loaders.
;------------------------------------------------------------------------------
FREE_MEMORY = $18
; Input: X-reg(lo) / Y-reg(hi) - address of segment to mark as free (must
; be start of a memory area that was previously requested or loaded)
;
; Output: None
;
; Mark a segment of memory as free, or rather inactive, so that it can be
; reused. This also clears the lock bit!
;------------------------------------------------------------------------------
CHAIN_LOADER = $1E
; Input: X-reg / Y-reg - pointer to loader (X=lo, Y=hi) to add to chain
;
; Output: None
;
; Add a loader to the chain just after this loader. The current next
; loader (if there is one) will be passed to the new loader with another
; CHAIN_LOADER command.
;
; The purpose of a loader chain is to insert faster devices between the
; main/aux loader (fastest) and the disk loader (slowest). Note that the
; main mem and aux mem loaders are conceptually one; a chained loader will
; always be inserted after them, not between them.
;------------------------------------------------------------------------------
FATAL_ERROR = $1F
; Input: X-reg(lo) / Y-reg(hi): message pointer
;
; Output: Never returns
;
; Switches to text mode, prints out the zero-terminated ASCII error message
; pointed to by the parameters, plus the call stack, and then halts the
; system (i.e. it waits forever, user has to press Reset).
;
; This command halts and thus never returns.

View File

@ -903,13 +903,6 @@ disk_queueLoad:
beq @notFound ; if zero, this is end of table: failed to find the resource
iny
and #$F ; mask off any flags we added
pha
jsr prbyte
lda (pTmp),y
jsr prbyte
lda #$A0
jsr cout
pla
cmp resType ; is it the type we're looking for?
bne @bump3 ; no, skip this resource
lda (pTmp),y ; get resource num

View File

@ -8,7 +8,7 @@
; Conditional assembly flags
DOUBLE_BUFFER = 1 ; whether to double-buffer
DEBUG = 1 ; turn on verbose logging
DEBUG = 0 ; turn on verbose logging
; Shared constants, zero page, buffer locations, etc.
.include "render.i"
@ -953,15 +953,15 @@ loadTextures:
ldx #RES_TYPE_TEXTURE
jsr auxLoader ; we want textures in aux mem
txa ; addr lo to A for safekeeping
ldx txNum ; get current texture num
inx ; adjust to be 1-based
ldx txNum ; get current texture num
sta texAddrLo,x ; save address lo
tya
sta texAddrHi,x ; save address hi
inx ; get ready for next texture
cpx #MAX_TEXTURES
bne :+
brk ; barf out if too many textures
: sta texAddrLo,x ; save address lo
tya
sta texAddrHi,x ; save address hi
stx txNum
: stx txNum
jmp @lup
@done:
; end of the texture numbers is the base of the map data - record it
@ -1187,6 +1187,27 @@ flip:
.endif
rts
;-------------------------------------------------------------------------------
copyScreen:
; Copy all screen data from page 1 to page 2
ldy #0
ldx #$20
@outer:
stx @inner1+2
txa
eor #$60 ; page 1 -> page 2
sta @inner2+2
@inner1:
lda $2000,y
@inner2:
sta $4000,y
iny
bne @inner1
inx
cpx #$40
bne @outer
rts
;-------------------------------------------------------------------------------
; The real action
main:
@ -1197,6 +1218,7 @@ main:
jsr initMem
jsr setPlayerPos
jsr loadTextures
jsr copyScreen
; Build all the unrolls and tables
DEBUG_STR "Making tables."
jsr makeBlit