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tweaks to the cx16 sprite example
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@ -3,37 +3,39 @@
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%option no_sysinit
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main {
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const ubyte SPRITE_BANK = 0
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const uword SPRITE_ADDR = $2000
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; we choose arbitrary unused vram location for sprite data: $12000
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const ubyte SPRITE_DATA_BANK = 1
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const uword SPRITE_DATA_ADDR = $2000
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sub start() {
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void diskio.vload_raw("dragonsprite.bin", SPRITE_BANK, SPRITE_ADDR)
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void diskio.vload_raw("dragonsprite.pal", 1, $fa00 + sprites.PALETTE_OFFSET) ; load directly into vera color palette
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sprites.init(1, SPRITE_ADDR) ; top half of dragon
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sprites.init(2, SPRITE_ADDR + 64*64/2) ; bottom half of dragon
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void diskio.vload_raw("dragonsprite.bin", SPRITE_DATA_BANK, SPRITE_DATA_ADDR)
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void diskio.vload_raw("dragonsprite.pal", 1, $fa00 + sprites.PALETTE_OFFSET*2) ; load directly into vera color palette
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sprites.init(1, SPRITE_DATA_BANK, SPRITE_DATA_ADDR) ; top half of dragon
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sprites.init(2, SPRITE_DATA_BANK, SPRITE_DATA_ADDR + 64*64/2) ; bottom half of dragon
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word xpos = -64
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word ypos = 100
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ubyte tt = 0
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bool flipped
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bool flippedx
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repeat {
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if flipped
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if flippedx
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xpos -= 2
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else
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xpos += 2
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if xpos >= 640 or xpos <= -64
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flipped = not flipped
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flippedx = not flippedx
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ypos = (240-64 as word) + math.sin8(tt)
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tt++
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sys.waitvsync()
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sprites.pos(1, xpos, ypos)
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sprites.pos(2, xpos, ypos+64)
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sprites.flipx(1, flipped)
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sprites.flipx(2, flipped)
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sprites.flipx(1, flippedx)
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sprites.flipx(2, flippedx)
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}
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}
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}
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@ -46,31 +48,39 @@ sprites {
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; …
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; Sprite 127: $1FFF8 - $1FFFF
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const uword VERA_SPRITEREGS = $fc00 ; $1fc00
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const ubyte PALETTE_OFFSET = 32 ; in bytes, so 16 color entries
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const ubyte PALETTE_OFFSET = 16 ; color palette indices 16-31
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uword sprite_regs
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uword @zp sprite_reg
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sub init(ubyte sprite_num, uword data_addr) {
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sub init(ubyte sprite_num, ubyte data_bank, uword data_addr) {
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hide(sprite_num)
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cx16.VERA_DC_VIDEO |= %01000000 ; enable sprites globally
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uword address = data_addr >> 5
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sprite_regs = VERA_SPRITEREGS + sprite_num*$0008
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cx16.vpoke(1, sprite_regs, lsb(address)) ; address 12:5
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cx16.vpoke(1, sprite_regs+1, %00000000 | msb(address)) ; 4 bpp + address 16:13
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cx16.vpoke(1, sprite_regs+6, %00001100) ; sprite flags: enable sprite, z depth %11 = before both layers
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cx16.vpoke(1, sprite_regs+7, %11110000 | PALETTE_OFFSET>>5) ; 64x64 pixels, palette offset
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pos(sprite_num, 100, 100)
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data_addr >>= 5
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data_addr |= (data_bank as uword)<<11
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sprite_reg = VERA_SPRITEREGS + sprite_num*$0008
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cx16.vpoke(1, sprite_reg, lsb(data_addr)) ; address 12:5
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cx16.vpoke(1, sprite_reg+1, %00000000 | msb(data_addr)) ; 4 bpp + address 16:13
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cx16.vpoke(1, sprite_reg+6, %00001100) ; z depth %11 = in front of both layers, no flips
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cx16.vpoke(1, sprite_reg+7, %11110000 | PALETTE_OFFSET>>4) ; 64x64 pixels, palette offset
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}
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sub hide(ubyte sprite_num) {
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pos(sprite_num, -64, -64)
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}
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sub flipx(ubyte sprite_num, bool flipped) {
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uword sprite_reg = VERA_SPRITEREGS + sprite_num*$0008 + 6
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cx16.vpoke(1, sprite_reg, cx16.vpeek(1, sprite_reg) & %11111110 | flipped)
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cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + sprite_num*$0008, %11111110, flipped)
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}
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sub flipy(ubyte sprite_num, bool flipped) {
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cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + sprite_num*$0008, %11111101, flipped<<1)
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}
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sub pos(ubyte sprite_num, word x, word y) {
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sprite_regs = VERA_SPRITEREGS + sprite_num*$0008
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cx16.vpoke(1, sprite_regs+2, lsb(x))
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cx16.vpoke(1, sprite_regs+3, msb(x))
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cx16.vpoke(1, sprite_regs+4, lsb(y))
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cx16.vpoke(1, sprite_regs+5, msb(y))
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sprite_reg = VERA_SPRITEREGS + 2 + sprite_num*$0008
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cx16.vpoke(1, sprite_reg, lsb(x))
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cx16.vpoke(1, sprite_reg+1, msb(x))
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cx16.vpoke(1, sprite_reg+2, lsb(y))
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cx16.vpoke(1, sprite_reg+3, msb(y))
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}
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}
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