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https://github.com/irmen/prog8.git
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110 lines
4.2 KiB
Lua
110 lines
4.2 KiB
Lua
; Simple routines to control sprites.
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; They're not written for high performance, but for simplicity.
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; That's why they control 1 sprite at a time. The exception is pos_batch().
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; which is quite efficient to update sprite positions of multiple sprites in one go.
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; note: sprites z-order will be in front of all layers.
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; note: collision mask is not supported here yet.
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sprites {
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const ubyte SIZE_8 = 0
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const ubyte SIZE_16 = 1
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const ubyte SIZE_32 = 2
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const ubyte SIZE_64 = 3
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const ubyte COLORS_16 = 0
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const ubyte COLORS_256 = 128
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const uword VERA_SPRITEREGS = $fc00 ; $1fc00
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uword @zp sprite_reg
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sub init(ubyte spritenum,
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ubyte databank, uword dataaddr,
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ubyte width_flag, ubyte height_flag,
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ubyte colors_flag, ubyte palette_offset_idx) {
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hide(spritenum)
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cx16.VERA_DC_VIDEO |= %01000000 ; enable sprites globally
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dataaddr >>= 5
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dataaddr |= (databank as uword)<<11
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sprite_reg = VERA_SPRITEREGS + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(dataaddr)) ; address 12:5
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cx16.vpoke(1, sprite_reg+1, colors_flag | msb(dataaddr)) ; 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, height_flag<<6 | width_flag<<4 | palette_offset_idx>>4) ; 64x64 pixels, palette offset
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}
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sub data(ubyte spritenum, ubyte bank, uword addr) {
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addr >>= 5
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addr |= (bank as uword)<<11
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sprite_reg = VERA_SPRITEREGS + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(addr)) ; address 12:5
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cx16.vpoke_mask(1, sprite_reg+1, %11110000, msb(addr)) ; address 16:13
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}
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sub pos(ubyte spritenum, word xpos, word ypos) {
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sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(xpos))
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cx16.vpoke(1, sprite_reg+1, msb(xpos))
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cx16.vpoke(1, sprite_reg+2, lsb(ypos))
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cx16.vpoke(1, sprite_reg+3, msb(ypos))
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}
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sub pos_batch(ubyte first_spritenum, ubyte num_sprites, uword xpositions_ptr, uword ypositions_ptr) {
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; -- note: the x and y positions word arrays must be regular arrays, they cannot be @split arrays!
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sprite_reg = VERA_SPRITEREGS + 2 + first_spritenum*$0008
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cx16.vaddr_autoincr(1, sprite_reg, 0, 8)
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cx16.vaddr_autoincr(1, sprite_reg+1, 1, 8)
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repeat num_sprites {
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cx16.VERA_DATA0 = @(xpositions_ptr)
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xpositions_ptr ++
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cx16.VERA_DATA1 = @(xpositions_ptr)
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xpositions_ptr ++
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}
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sprite_reg += 2
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cx16.vaddr_autoincr(1, sprite_reg, 0, 8)
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cx16.vaddr_autoincr(1, sprite_reg+1, 1, 8)
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repeat num_sprites {
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cx16.VERA_DATA0 = @(ypositions_ptr)
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ypositions_ptr ++
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cx16.VERA_DATA1 = @(ypositions_ptr)
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ypositions_ptr ++
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}
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}
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sub setx(ubyte spritenum, word xpos) {
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sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(xpos))
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cx16.vpoke(1, sprite_reg+1, msb(xpos))
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}
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sub sety(ubyte spritenum, word ypos) {
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sprite_reg = VERA_SPRITEREGS + 4 + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(ypos))
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cx16.vpoke(1, sprite_reg+1, msb(ypos))
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}
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sub getx(ubyte spritenum) -> word {
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sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
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return mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word
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}
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sub gety(ubyte spritenum) -> word {
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sprite_reg = VERA_SPRITEREGS + 4 + spritenum*$0008
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return mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word
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}
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sub hide(ubyte spritenum) {
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pos(spritenum, -64, -64)
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}
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sub flipx(ubyte spritenum, bool flipped) {
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cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11111110, flipped)
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}
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sub flipy(ubyte spritenum, bool flipped) {
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cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11111101, flipped<<1)
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}
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sub set_palette_offset(ubyte spritenum, ubyte offset) {
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cx16.vpoke_mask(1, VERA_SPRITEREGS + 7 + spritenum*$0008, %11110000, offset>>4)
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}
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}
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